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Calister placeables


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#201
Calister68

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Request completed. Thank you for this interesting rail-bending exercise^_^.

#202
kamal_

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Nice! I would have seemed odd for miners to run rails to the exit, but not out the door.

#203
ColorsFade

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So when are all these awesome entrances going to be available??

This is great stuff!

#204
Calister68

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Thank you, Colorsfade, It will be available very soon -I just have to make some tests and modify my 2da files.

Modifié par Calister68, 11 novembre 2013 - 07:37 .


#205
rjshae

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The mine ramp exit looks really nice.

If you're interested, the Castle interior walls could use a couple more variants: a corner piece with human-height arrow slits between the columns and the same with a set of murder holes in the floor (for the gatehouse). But they aren't really entrances...

Thank you. :)

Modifié par rjshae, 12 novembre 2013 - 03:34 .


#206
Calister68

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Yes, these are not entrances, as you said, and I think it's better to finish this pack -otherwise I could work on hundreds of tiles variations ^_^. And there's a new project I'd like to prepare...

That said, the variations you described can easily be done with stock placeables. Here is an example of arrowslits I made for a module, using only stone city walls and black collision boxes.

#207
rjshae

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Okay. :)

#208
andysks

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Hey Callister, I think somebody asked already, but I can't see any answer :). Will this pack be joined with the 2da collaboration PJ is working on? Or is it just a release and then it's up to him if he includes it?

#209
Calister68

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I'll release this pack with my 2da files, since I already reserved 2da ranges for my placeables and metatiles. PJ will have no problem to include it in his files - if he wants^_^

#210
Morbane

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hi calister,

at this late stage - i have a request: a 10' x 10' pit for the castle tileset - (1 tile)

what would D&D be without a 10' x 10' pit??!

#211
andysks

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Something really nasty could come of of a 10x10 pit!

#212
Calister68

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Well, I fear it will have to wait, because I ran into a big problem with my placeables, whose C2/C3 collision meshes aren't working. I had the same problem with one of my metatiles, but the solution I found then doesn't seem to work for the placeables...:(

The tiles are working nicely, though.
And for the pit you asked - the dungeon pit I made is almost the size of a tile.^_^

#213
kamal_

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Morbane wrote...

hi calister,

at this late stage - i have a request: a 10' x 10' pit for the castle tileset - (1 tile)

what would D&D be without a 10' x 10' pit??!

This can be done with stock resources: blank tile plus walls. I built a multi-floor atrium in that way in the pc stronghold in Path of Evil.

#214
Morbane

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Calister68 wrote...
And for the pit you asked - the dungeon pit I made is almost the size of a tile.^_^


My memory - failing me it is. Remember that one now - i do. [/yoda smiley]

i wonder if a walkmesh can be put in the bottom?

Modifié par Morbane, 14 novembre 2013 - 09:24 .


#215
kamal_

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Morbane wrote...

Calister68 wrote...
And for the pit you asked - the dungeon pit I made is almost the size of a tile.^_^


My memory - failing me it is. Remember that one now - i do. [/yoda smiley]

i wonder if a walkmesh can be put in the bottom?

You probably could, walkmesh helpers have priority over tile walls and ceilings... would be easy to test anyway.

#216
Calister68

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Of course you can put a walkmesh in the bottom.^_^

That said, I finally found what's wrong with the C2/C3 collision meshes. I can now begin to fix this on all the placeables (it'll ask some work), and release the pack in a few days.

#217
Morbane

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Calister68 wrote...

Of course you can put a walkmesh in the bottom.^_^

That said, I finally found what's wrong with the C2/C3 collision meshes. I can now begin to fix this on all the placeables (it'll ask some work), and release the pack in a few days.


awesome

and

awesome!

#218
rjshae

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It seems like it should be possible, in theory, to build custom doorways to fit all of these openings--even the irregular crack and circular pits. We'd just need to have hook points where we can attach them. Maybe hook points could be added and then tested using normal doors? Just a thought...

Hmm, maybe we just need a "hook point" placeable in vertical and horizontal versions--a small or invisible placeable that you just locate where you want? Although you don't really need that, do you?

Modifié par rjshae, 18 novembre 2013 - 09:01 .


#219
Calister68

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Yes, as you can see with the stock cave entrance placeable, doors can be added on all the placeables, as long as there are doors hooks on it. The problem is to build a door with the right shape, and to animate it, something I've not studied for the moment...

Oh, I forgot : Pits and entrances pack released !^_^

#220
rjshae

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Well done!!! I'm sure it will be a popular download. :)

#221
Calister68

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Thank you, I hope people will find this useful.

#222
rjshae

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Hi Calister68,

I tested your placeables in an exterior area, and, well... they seem to have a few issues with baking. Are we just supposed to make them environmental objects?

Modifié par rjshae, 19 novembre 2013 - 06:26 .


#223
Calister68

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The 2 ground placeables -the crack and the hole- may have some baking problems on non-flat surfaces. If that happens, use walkmesh helpers to cover the unbaked areas, or turn the placeables to environmental.
I tested the others, and they work fine -if you don't use too many of them in a single area.^_^

Have you tested the tiles ? If you find some baking problems, just save your area, reopen it and bake it again -it should work.

Modifié par Calister68, 19 novembre 2013 - 08:49 .


#224
rjshae

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Yes, all of the tiles worked. They look fantastic! Thanks for your work on this.

I played around with the hole and the crack walk meshes a little until they baked normally for me. Here it is if you want it. :)

#225
Calister68

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Thank you, I'll try this tonight.