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12 réponses à ce sujet

#1
Eguintir Eligard

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 I'm really trying to expand my workability with interiors and of course eliminate the squareness.

I basically have a scene that could be a meta tile but I am not sure if that is a lot of work (anything getting into 2das bugs me), so anyway here is the scene and here are the thoughts I want to check with people on:

A custom kidney shaped cave with no visible floor (goes too far down so all black) except a plat form at the entrance and at the opposite end of the cave. There will be small slight ledges on the cave walls but for the most part its a giant pit. The exception is that there are small, single person sized pillars rising up that you can jump from to get around the otherwise chasm.

My thoughts:

1 Is there some way I could do this as just one giant placeable?
2 Could I do it as a big placeable for the cave, and make pillars individual ones?
3 Should it all be just one big meta tile?
4 Should it be a meta tile "cave" with placeable pillars.

What do you think, assuming I don't need it to be re-used? I'm thinking #4 but I have heard that making tilesets
is easy but has many many steps.

Thank you for your audience.
:wizard:

Modifié par Eguintir Eligard, 19 septembre 2013 - 06:41 .


#2
kamal_

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There are RWS tiles that are caves with pits. If those would work for what you want it might save the trouble of making a metatile.

#3
Calister68

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Yes, the RWS dark mines tileset would be perfect for your project.
It reminds me of an area I made for a module I'm working on, but it's located in underground ruins, not in a cave^_^...

Modifié par Calister68, 19 septembre 2013 - 07:56 .


#4
Eguintir Eligard

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No they really aren't as this is a ice/snow area (albeit indoors). But the question will hold for future works too because there are all KINDS of areas in my head that I want to do as basically an extended 3d model, I am just wondering how I would do them.

In the past I just assumed I could create an area and slap in a giant placeable...

#5
MokahTGS

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Are you talking about something like this?

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/cavepit.jpg[/img] 

This room isn't kidney shaped, but it very well could be built that way and then using placeables and walkmesh helpers do the rock platforms you are talking about.

This area is built with the RWS Deep Chasm tileset available on the vault.

**Edit**

The walls can be tinted for snow themes and the ice and snow placeable exist in the toolset.

I'm not saying you shouldn't make something new, I'm just saying that you could make what you are describing.

In my experience, large placeables have issues when used in detailed environments.  Trying to add anything into an area always ends up selecting the giant placeable.  You just have to be careful.  I have a couple areas that have a giant sky/space sphere and they are a bit difficult to work with.

Modifié par MokahTGS, 19 septembre 2013 - 08:51 .


#6
Tchos

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MokahTGS wrote...
In my experience, large placeables have issues when used in detailed environments.  Trying to add anything into an area always ends up selecting the giant placeable.

Workaround: Turn the giant placeable into an environmental object, and use the Selection options to make environmental objects unselectable (or hidden, which also makes them unselectable) while you're working on your area.

#7
Happycrow

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I'd love to make giant placeables, but can never figure out how to do the walkmesh geometry without screwing it up. But Mokah, forgive the noobitude here, but what plugin are you using that makes your toolset look like that?

#8
MokahTGS

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Tchos wrote...

MokahTGS wrote...
In my experience, large placeables have issues when used in detailed environments.  Trying to add anything into an area always ends up selecting the giant placeable.

Workaround: Turn the giant placeable into an environmental object, and use the Selection options to make environmental objects unselectable (or hidden, which also makes them unselectable) while you're working on your area.


:)  The ratio of placeable to environmental objects goes pretty crazy when I start building.  I'm not saying it is unsurmountable, it just would be nice to be able to turn off selection on a per item basis (like a property checkbox) instead of item type catagories.

#9
Dann-J

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Being able to ignore the selectability of env objects or placeables that have been position-locked would be awesome.

#10
Eguintir Eligard

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While I am always willing to substitute an existing work vs the time consumed by making my own, I do not recall your claim of the RWS tileset being tintable as accurate. It's just brown dirty stone.

#11
Morbane

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edit the textures - make them exactly the way you want - gimp or photoshop - both have dds plugins

#12
MokahTGS

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Eguintir Eligard wrote...

While I am always willing to substitute an existing work vs the time consumed by making my own, I do not recall your claim of the RWS tileset being tintable as accurate. It's just brown dirty stone.


Walkin in a winter wonderland...

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/RoU/icecave6.jpg[/img]

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/RoU/tgs_snowmountain15.jpg[/img]

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/RoU/tgs_snowmountain17.jpg[/img]

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/RoU/tgs_snowmountain16.jpg[/img]

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/RoU/tgs_snowmountain18.jpg[/img]

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/RoU/tgs_snowmountain13.jpg[/img]

It's not very tintable, but lighting and VFXs make it look very wintery...This is from my Serpent Spine Mountain prefab available on the vault.  Uses the RWS Deep Caves.

#13
Vekin101

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Happycrow wrote...

I'd love to make giant placeables, but can never figure out how to do the walkmesh geometry without screwing it up. But Mokah, forgive the noobitude here, but what plugin are you using that makes your toolset look like that?


That would be one of Grinning Fools plugin's I believe and a very good one too :)

nwvault.ign.com/View.php