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Using exterior textures on interior tiles


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#1
kamal_

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I edited the texture 2das for tiles to allow any of the exterior textures you'd normally be painting on terrain to be used as a tile texture, allowing for easy creation of snow tunnels, lava tubes, etc.

To whet the appetite.
500x250http://1.bp.blogspot.com/-0jRfRdqXuak/UnmWKU-7ruI/AAAAAAAABnY/UAovxq3oawY/s1600/tile2.jpg[/img]

I still have to fix some textures that don't want to take tints before I release this. One tint per surface, you'll get a flat tintmap for each texture. Also once I figure that bit out I intend to make the default textures that don't take tints tintable.

Modifié par kamal_, 06 novembre 2013 - 02:49 .


#2
bealzebub

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Amazing! I never woulda' thought such a thing posible.

#3
Happycrow

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Jeebus.
I've spent hours and hours making my own custom tileset tints... and here's Kamal using LOGIC to bust out with fifty of them....

::applause::

#4
PJ156

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Nicely done Kamal_

I see different textures on walls and floor so we can use some of of the floor tile textures for any area ?

Now if you can just get the colur tool working ...

PJ

#5
Morbane

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way coolio

avidly awaiting release!!!!

so many caves - so little grass...

what about flowers and grass? (eeeeeep!)

:o

Modifié par Morbane, 06 novembre 2013 - 07:49 .


#6
PJ156

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Presumable rock textures on cave interiors, is that possible?

Heh all that time spent blending cave entrances to match the cave interior now it's the other way round :)

PJ

Modifié par PJ156, 06 novembre 2013 - 08:26 .


#7
andysks

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Ah this reminds me when I started working on the toolset, that I was so confused I couldn't paint some rock in my caves. Good job :).

#8
kamal_

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PJ156? Rock texture on cave interiors? Yes, you can use any exterior texture with any interior tileset. Rock caves are no problem, you can see the snow cave bottom left with snow textures on cave walls. (Shadow Fortress possibly excepted, that one's bugged stock and won't even take non shadow fortress official textures or tinting).

Morbane : Flowers and grass? No, at least not at any time soon if ever. Those use the painting tool to apply, which is not available in interiors. You can (and I did in testing) use grass ground textures on the floor/wall/ceiling.

#9
kamal_

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There are a few minor issues people will need to be aware of.

First, not all textures look right in all tilesets. While the textures were designed for being repeated (I don't want to say "tiled" to lessen confusion since we are dealing with tiles), not all floors were designed to repeat the same way the textures are designed to. This can lead to visible borders where the textures get connected, and seems most noticable on the Illefarn tileset. Of course the stock tile texturing options don't always work right with tilesets different than the one they were designed for either. Because of that a texture might not look like it does outdoors, for instance I placed a twigs texture on illefarn tileset, and the result came out looking vaguely like HG Giger. https://dl.dropboxus.../twigs_tile.jpg

Second, a few tile features do not take textures. Most notably the "standard interior" tileset pillar/column sections. These seem to get their textures from somewhere else even though the pillar bits are part of the tile. I didn't notice that with any other tileset, but I did with standard interior.

Lastly, these textures are not "painted" like they are on exteriors, so they can't be blended. Tinting is likewise per tile, not painted.

Modifié par kamal_, 06 novembre 2013 - 02:26 .


#10
kamal_

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Since PJ specifically asked about using rocky textures in the cave tileset, here is texture Rocky6 used in the cave tileset.

Hallway, with door.
500x250https://dl.dropboxusercontent.com/u/3879894/rocky6_hallway.jpg[/img]

Door closeup.
500x250https://dl.dropboxusercontent.com/u/3879894/rocky6_door_closeup.jpg[/img]


As you can see, that dirt is part of the tileset but doesn't take the texture. See the caveats post above.

Ingame test showing floors: jungle02, grass19, desert cobble (tinted purple), snow cobble, two cliff textures, and red cobble. Also easily visible is jungle02 on cave wall, and a snow texture on the cave wall.
500x250https://dl.dropboxusercontent.com/u/3879894/tileset_test_ingame.jpg[/img]

Modifié par kamal_, 06 novembre 2013 - 02:54 .


#11
Calister68

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Very interesting work, kamal !^_^

kamal_ wrote...
As you can see, that dirt is part of the tileset but doesn't take the texture. See the caveats post above.


My knowledge in tile texturing is limited, but I think that this dirt doesn't take the texture because it's a separate, different object from the wall or the floor, with a different texture (just a flat plan with a dirt texture on it, if I remember well). It must be the same problem with the standard interior tileset you mentioned.

Modifié par Calister68, 06 novembre 2013 - 03:15 .


#12
kamal_

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Calister68 wrote...

Very interesting work, kamal !^_^

kamal_ wrote...
As you can see, that dirt is part of the tileset but doesn't take the texture. See the caveats post above.


My knowledge in tile texturing is limited, but I think that this dirt doesn't take the texture because it's a separate, different object from the wall or the floor, with a different texture (just a flat plan with a dirt texture on it, if I remember well). It must be the same problem with the standard interior tileset you mentioned.

Yes, I checked and it is a separate bit, and it's not a texture the tile properties let you change by default. I'm looking at the cave tileset right now to figure out why it doesn't take tinting, so i noticed the separate part.

Here is the cave tileset using some snow textures. This is the same set of tiles as the rocky pictures above.
500x250https://dl.dropboxusercontent.com/u/3879894/tiles_snowcave.jpg[/img]

#13
rjshae

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It looks very nice. Good idea. A few tintable, randomly semi-transparent floor placeables could perhaps be generated to diversify the textures.

#14
kamal_

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rjshae wrote...

It looks very nice. Good idea. A few tintable, randomly semi-transparent floor placeables could perhaps be generated to diversify the textures.

You can paint water in interiors. Would that do?

Looking into the tile tinting and tilesets where you can't swap textures, it seems to be related to the tile models themselves. Parts of the models apparently don't follow the naming conventions (http://www.rwscreati....php?f=18&t=433) to allow it. Fixing that requires 3ds max, which I don't have. So I will start packing this up for a test release.

#15
kamal_

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Here is a test to play around with, please let me know that it works for you:

Drop the 2da files in your override to be able to build with it. Drop the _T files in your campaign/module/hak (the _t files allow tinting the textures). Then build as normal. Tilesets that can not be tinted in stock nwn2 still can not be tinted.

dl.dropboxusercontent.com/u/3879894/community/tileset_new_texture_optionst.7z

#16
rjshae

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kamal_ wrote...

rjshae wrote...

It looks very nice. Good idea. A few tintable, randomly semi-transparent floor placeables could perhaps be generated to diversify the textures.

You can paint water in interiors. Would that do?


Possibly, given the right 'water' textures. But it would conflict with actual water areas.

#17
luna_hawke

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Pretty genius kamal_ !

#18
Morbane

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rjshae wrote...

It looks very nice. Good idea. A few tintable, randomly semi-transparent floor placeables could perhaps be generated to diversify the textures.


could the "dirt floor" placeables be made to tint? they have a nice random looking pattern that could be used to blend textures...

PLC_NT_Rocks01.MDB
TL_CV_edge01.dds
TL_CV_edge01_n.dds

looks like a texture might work in place of the dds files - i will experiment and update..

Modifié par Morbane, 06 novembre 2013 - 07:44 .


#19
rjshae

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Yep they can, although I find the base texture is perhaps a little too dark.

----

If you want additional textures, there's a whole slew of free ones here: http://opengameart.org/textures/all

For example, some of the metal textures could perhaps be used to produce a sci-fi interior look.

#20
Morbane

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agreed
Posted Image

https://www.dropbox....y_Cave_Tint.zip

#21
kamal_

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rjshae wrote...

Yep they can, although I find the base texture is perhaps a little too dark.

----

If you want additional textures, there's a whole slew of free ones here: http://opengameart.org/textures/all

For example, some of the metal textures could perhaps be used to produce a sci-fi interior look.

I personally didn't want to get into adding new textures, but there's no reason you couldn't as long as you have the texture, normal map and the optional tint map, and basic knowledge of 2da editing. A tutorial for adding textures to the options would be a page or two at most if you didn't cover making normal maps. I could probably add a pack of those textures in 20-30 minutes as long as they had their maps, but right now I'm looking into the non-texturable parts of the tiles and seeing if I can get them to adopt the textures somehow. May have to adjust the models of the underlying tiles for that though.

The new texture options are available to any tileset that allows texture swapping, so any community tileset such as RWS ones that allow texture swaps will be able to take advantage of this as well.

What would be really cool and I'd want to include with this would be fixing the stock tilesets that don't allow tinting or texture swapping. Baron explains how to do this here, but I lack Max. For those of you with Max, take this as a hint on how you can contribute to this... :whistle: (Fixing other tilesets would be nice too, but I wouldn't include here as they are not stock.)
RWS Forums

Modifié par kamal_, 06 novembre 2013 - 09:03 .


#22
kamal_

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rjshae wrote...

Yep they can, although I find the base texture is perhaps a little too dark.

----

If you want additional textures, there's a whole slew of free ones here: http://opengameart.org/textures/all

For example, some of the metal textures could perhaps be used to produce a sci-fi interior look.

Custom texture example. I didn't take any care to get a texture that repeated correctly, just grabbed an intereseting looking one and applied it to some tilesets. This also shows how different tilesets repeat textures, the stock texture is the single image.

tilesets, left to right upper: standard interior, estate
lower: sunken ruins, illefarn.

300x250https://dl.dropboxusercontent.com/u/3879894/tile_customtexture_example.jpg[/img]

Modifié par kamal_, 06 novembre 2013 - 09:35 .


#23
kamal_

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Adding custom textures:
1. Texture must be converted to .dds format if it's not already in that format. Paint.net can do that and is free. No particular naming convention is necessary.
2. You need normal and tint maps. However these already exist for the solid white/grey/and black textures, you can make a copy and rename. These must have the same name as the base texture, and use the _n (for normal map) or _t (tintmap) suffix. For example customtile_n.dds and customtile_t.dds.
3. The texturewall/texturefloor/textureceiling 2das need to have entries created for the new texture. You can follow the format of the 2da. The name you enter in column two must not have spaces, and is the name it will show up under when selecting the texture for the tile in the toolset.
4. Build as normal in the toolset.

#24
kamal_

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Ok, I've discovered why the cave tileset is not tintable (and by extension the other non-tintable ones):
The cave tile models are missing a "filter color" compared to the tintable Illefarn tile models according to gmax. That makes it a fixable issue.
https://dl.dropboxus..._no_tintmap.jpg

Victory! Tintable caves tiles!

300x250https://dl.dropboxusercontent.com/u/3879894/tintable_cave.jpg[/img]

Modifié par kamal_, 07 novembre 2013 - 02:21 .


#25
rjshae

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Woah, those are some freakishly strange looking tiles... :D

Nice demonstration of the possibilities!