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Using exterior textures on interior tiles


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158 réponses à ce sujet

#26
kamal_

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rjshae wrote...

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

Nice demonstration of the possibilities!

The snow textures are white by default, and I wanted tints to show easily for demo purposes. Fixing the tile tinting is a straightforward but relatively time consuming process (lots of tiles, each has to be done manually).

One improvement I think I am going to make is replace the single color tint maps I made with random noise tintmaps so we can have flecks of color, mostly color, and solid color. Should be straightforward and an improvement that doesn't require doing tile specific tintmaps that might look strange depending on textures being used.

#27
kamal_

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The "empty tile" is normally black. I've made it tintable. The texture used for the tile was flat black, I changed it to flat white (and kept the tl_xx_blacktexture.dds name, confusing but necessary for backwards compatibility).

#28
kamal_

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I've figured out how to edit the models so the bits of dirt texture that were previously not alterable (see http://social.biowar...1347/1#17532726) , now will take the floor/wall texture choices instead. This means you get consistent texturing and no more out of place dirt piles.

edit: since the wall texture is square, it was showing up square on the floor and looking terrible if there was significant difference between the floor and wall textures. I've set the testing tile to use a clear texture instead, which looks much better.

Modifié par kamal_, 07 novembre 2013 - 06:07 .


#29
kamal_

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Before I go ahead further, I'd like someone to test this to make sure it works for other people. It's the 2da files for using exterior textures, and tintable cave tile override (including the cave metatiles). (removed link as better link below)

How to test: drop the stuff into your override folder, open up the toolset and use the cave tileset. Try changing the textures to the new ones (such as snow or rocky), try tinting (right now only the first tint channel is set up).

To make the "spirit trap" 8x8 metatile retexturable, it no longer uses tile specific textures. For whatever reason, in the spirit metatile the wall texture sets the entire area except for the ground at the entry square. Trying to set the ground on the platform to use the ground texture results in a dirt texture showing, no matter what.

Modifié par kamal_, 10 novembre 2013 - 12:15 .


#30
Morbane

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still getting the anomalous dirt patches

Image IPB

shouldnt there be the modified tile mdbs as well - i didnt actually look

oh ya, they should be sky blue - tinting all 3 channels.

Modifié par Morbane, 07 novembre 2013 - 09:57 .


#31
kamal_

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Entirely possible I missed some dirt patches on my pass through the tiles.

Can you tell me specifically which tiles you are using? I made what I think you are using for tiles, and tinted with no extra dirt, https://dl.dropboxus.../tile_test1.jpg

Also did you try the metatiles?

Modifié par kamal_, 07 novembre 2013 - 10:08 .


#32
Morbane

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all variations of 2 wall corner:

Image IPB

#33
Morbane

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Hcurv_1 & Hcurv_2

Image IPB

#34
kamal_

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ok, i will double check that i got all the cave tiles. gmax has a wireframe view that doesn't always make it obvious which particular one I am working. with.

#35
Morbane

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this is virtually every door combo

Image IPB

#36
kamal_

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I think I figured it out. It looks like I didn't include the overriding texture for that tile feature. In the model it's a dirt texture and the tile properties don't let you change that. I made an override version that's clear, so the model doesn't change but you simply don't see that texture. Also it looks like I ;eft out the tint maps.

Try the link above again, I updated it and things should work now with no extraneous dirt, and with tinting.

One tile oddity is on the "two walls with a pond" tile, there is a texture ring around the pond. If you assign it the wall texture, it takes it, but if you assign it the ground texture it doesn't allow changing and you get a dirt ring no matter the ground texture. I went with letting people change it.

#37
kamal_

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Once people are testing caves successfully, I'll look at the other stock tilesets that can't be retextured/tinted. Then longer term see about getting permission from RWS to add the same capabilities to their tilesets.

#38
Morbane

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kamal_ wrote...

...Then longer term see about getting permission from RWS to add the same capabilities to their tilesets.


That would be cool - some of that geometry would look awesome with moss or the like

#39
kamal_

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Morbane has confirmed the cave texture/tints is working for him. (I was doing something wrong with what I'd packaged up). Next up is fixing standard interior so the floor can be tinted.

#40
kamal_

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Tonight's update adds the ability to tint standard interior floors to the already adjusted cave tiles of the previous release. Standard interior walls were already tintable, so no adjustments needed there. Dropbox package includes both the caves and standard interiors, and you can simply overwrite if you downloaded previously. The standard tiles that have the few steps down (not stairs down tiles) use multiple textures for that, I will need to do some testing to see how the tiles look with standard floor textures if I make the lowered area texturable.

Nov 9 updated: tintable mines added to the previous tintable caves/standard interior floors content.
dropbox link

Modifié par kamal_, 10 novembre 2013 - 12:15 .


#41
kamal_

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Next update will make RWS Deep Chasm tintable/texturable since it's designed as an extension of the caves tileset. There's a good deal more work involved in this since it's wasn't made for tinting/retexturing, so the next update won't be so quick.

#42
kamal_

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Since the Deep Chasms tileset was neither retexturable or retintable by default, I've been working with a single test tile. After much head scratching and research, we have the test tile texturing and tinting! :D

500x250https://dl.dropboxusercontent.com/u/3879894/deep_chasms_texturing1.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/deep_chasms_texturing2.jpg[/img]

Modifié par kamal_, 11 novembre 2013 - 01:21 .


#43
rjshae

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Cool! Good work.

#44
Happycrow

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Awesome. Will really make a difference for reducing repetitiveness and making areas look specific.

#45
Morbane

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i have never checked out this tileset - i have the set but havent actually looked at it - now i get both a view of the tileset and it being tinted!

its been a good day indeed!

#46
kamal_

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Morbane wrote...

i have never checked out this tileset - i have the set but havent actually looked at it - now i get both a view of the tileset and it being tinted!

its been a good day indeed!

You really should, it's an awesome tileset.

I went and properly reserved 2da ranges on the nwn2 wiki, and adjusted the test 2das to use them. Also I correctly set up the 2das I'm working with to use the reserved ranges and handle the original 2das of the Deep Chasm etc tilesets. The 2da changes required I rebuild the Deep Chasms test tiles. The tile models themselves will require some texture changes from their original textures to support the texture swapping. They still look good in their "default" textures, but use different textures than were used by the actual original tiles.

The non-stock tiles will be included in seperate folders, so you don't have to include tiles for tilesets you are not using, The 2da has to reflect all tilesets, so it will be clear when you are selecting a community tile texture and will have to be aware selecting a texture associated with a tileset you aren't using may not work.

#47
Calister68

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It looks nice. Do you intend to do the same for all the RWS tilesets ?

#48
kamal_

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Calister68 wrote...

It looks nice. Do you intend to do the same for all the RWS tilesets ?

Ultimately yes, though the RWS tilesets are more time consuming to do, more geometry pieces to adjust things on. I started with Deep Chasms since it's designed to go with the standard caves tileset and is often used with it.

#49
kamal_

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I've finished RWS Deep Chasm, except for needing HF to fix one specific tile where a missing texture somehow appears when I change anything about the tile. Also I found there was a metatile not included in the RWS 2da, so I've added that tile to my 2das (after finding that I went through and checked the rest of the tileset for tiles not in the 2das, but that was the only one).

Next I intend to look at Shadow Fortress, since it's a stock tileset and applying wall textures also applies them to the floor, plus it's not tintable.

Tinting and floor/wall/ceiling texture swapping on the test tile. Also I've found the "arcane writing" texture used by that tileset, so it would be easy for people to change or inset a blank texture so it doesn't show.
500x250https://dl.dropboxusercontent.com/u/3879894/shadow_foretress_test.jpg[/img]

edit: At least some tiles do not have separate parts for their floor, combining the floor and walls into one. I'll have to look into how to get them separated, if that's possible.

Modifié par kamal_, 12 novembre 2013 - 10:03 .


#50
kamal_

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Shadow Fortress has about 20 tiles where the floors and walls are combined into one model part (making them not separately texturable/tintable). I'm looking into how to break the pieces so they can be textured/tinted separately.

The Shadow Fortress 8x8 "Sanctum" metatile is inordinately complex, and behaving oddly with things like partially disappearing floor textures in a 2x2 section in the middle of the metatile.

I've moved all these into the my "problem tile" folder for now. That's where tiles that are beyond my current knowledge level to fix go. I will come back to them later when I'm more knowledgable about fixing these things.

Other than that, Shadow Fortress is complete.

Next up (before I forget), I got permission from Slowdive to extract custom assets from the Icewind Dale mod, so I will be adding the custom tiles made for IWD NWN2 and adding support for them to my 2das. Rejoice, Frozen Aquarium!