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Using exterior textures on interior tiles


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#51
andysks

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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!


Does that include the very characteristic mosaic that appears many times in IWD, for example when you fight Belhifet and it's trapped?

#52
kamal_

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andysks wrote...

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!


Does that include the very characteristic mosaic that appears many times in IWD, for example when you fight Belhifet and it's trapped?

These, plus a few other round ones not shown.
500x250https://dl.dropboxusercontent.com/u/3879894/community/iwd_metatiles..jpg[/img]

Tonight I had to fix some times that I'd gone over before after chatting with Hellfire last night. I didn't know I wasn't doing the naming of tile floors according to the standard that lets the floors rotate in the tileset. Also, added the 14 IWD metatiles (some are similar to each other) to my 2das and test module.

#53
Happycrow

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Bloody hell. That looks GREAT.

#54
andysks

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Oh man! This is just awesome! This round tile is just unforgettable!
While on the tile business, do you think Rogue Dao will ever release their custom content for public use? I mean, I don't expect it anytime before the full version of the trilogy is finalized. But at some point in the future?

#55
kamal_

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I've been setting up the IWD metatiles for retexturing.

As a good practice I needed to give all the generically named textures that were used in Icewind Dale names with the iwd_ prefix. That will help insure that if other textures are added at some point, there will not be two textures with the same name, confusing the game. Can't have two stone01.dds, too easy for another texture to use something generic like that, so there is now iwd_stone01.dds instead. The 2das are set to identify when you are selecting an IWD texture in case you decide not to use the IWD resources (it will appear in the texture list as snow01-iwd for instance, so you will still scroll down to snow for the snow textures, and the -iwd will identify that texture as requiring the IWD resources folder).

Since all the texture names have changed, all the parts of each metatile have to be set to use new texture names. For some of the metatiles, this has been simple because they only have 3-4 model parts, similar to stock tiles. For other metatiles, there are 1-200 parts (I'm looking at you, frozen aquarium pieces and dwarf king). These need to be combined into fewer parts for performance and to save my time. Also I have to learn how to break a part into multiple parts to fix issues with the Shadow Fortress tileset column tiles.

Additionally, tile parts need unique names, and some tile parts have generic names (rectangle01...), so I have been renaming metatile pieces.

Changing texture names for hundreds of parts manually will be much too time consuming, so I am learning more gmax to get these parts combined, and speed up future things I might need to do. Since I only started with gmax for this project, I'm learning it as I go.

#56
kamal_

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I have finished integrating the IWD metatiles. The round room from the pic above comes in "stock IWD" and a retexturable version that has a black and white version of the blue mosaic so you can tint for your needs.

#57
andysks

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Excellent job man. Really. May I ask. How do you intend to release this? Will I have to merge my tiles 2da, or something more simple?

#58
Morbane

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if your not worried about your stuff being in tune with the reserved ranges - incidentally i think kamal worked this out - all you need to do is paste the new stuff at the bottom of your existing (modified) 2das.

#59
kamal_

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The files I will release will include all the 2das needed. tiles.2da, tilesets.2da metatiles.2da and the textture 2das for floor/walls/roof. They are already in the last download I linked (which is a campaign folder) and get updated as I make additions.

I have reserved 2da ranges for my stuff and additions with the reservation page and follow the existing reservations: http://nwn2.wikia.co...rved_2da_ranges , so I won't have anything in a range that's not wiki reserved.

As Morbane said, you can always paste the new stuff at the bottom of your own 2das.

#60
kamal_

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Support for RWS Pocket Caves added. This was quick as there are only about 20 tiles in the pack, my 2das already supported it, and little work was needed on the tile models. I wanted to get this in there since it's designed to go with stock caves, which I'd already fixed.

Support for RWS Pocket Castle added. Another quick one, only around 20 tiles and the only thing that needed to be done to the tiles was set them to use the right ceiling texture for re-texturing (they used a different texture than stock castle tiles).

Support for using RWS Deep Halls textures on other tilesets added. This includes several metal textures, included two versions of riveted metal.

Test of tintable RWS Deep Halls successful. Because Deep Halls uses many specific textures, it will be included in both a stock texture (but adding tint-ability), and a tintable/retexturable version. Deep Halls has something like 120 tiles and so many tintmaps need to be added, my plans for that may take awhile.

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

Modifié par kamal_, 19 novembre 2013 - 02:17 .


#61
rjshae

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Very colorful. That should work nicely.

I think for the snow texture it might be nice to be able to give it subtle blue tints that grow deeper with depth, like glacial ice.

Modifié par rjshae, 19 novembre 2013 - 04:43 .


#62
kamal_

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rjshae wrote...

Very colorful. That should work nicely.

I think for the snow texture it might be nice to be able to give it subtle blue tints that grow deeper with depth, like glacial ice.

Well, I use that snow/cobble combination for easy visibility when testing, both are tintable.

Icewind Dale includes ice and glacier textures they used, both have a bluish tint. The textures don't really have depth, you can't get the clear look of pure solid ice. The glass textures that are used in some IWD metatiles don't render see through when applied to normal tiles. If you'd like some specific texture message me with it and I can add it and take a screenshot of it on a tile for you.

#63
rjshae

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Thank you. Maybe there's a way to do ice depth using visual effects? Shrug.

#64
kamal_

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For demo purposes, here is a blue ice texture taken from wikimedia, and used as a texture for most of the stock tilesets under default area lighting condition.

500x250https://dl.dropboxusercontent.com/u/3879894/community/Blue_ice2.jpg[/img]

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

#65
kamal_

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RWS Pocket Citadel support is added, with a stock but tintable version, and a separate retexturable/tintable version. There are two versions because the stock version uses a high number of specific textures, and so I wanted to keep that available for the original look.

#66
rjshae

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That's pretty strange looking. But kind of cool...

#67
Morbane

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kamal_

none of your links are functioning - is that because the latest release is in progress?

#68
andysks

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This blue texture is quite psychedelic... could e used in some kind of demiplane or a mad wizards lair etc.

#69
kamal_

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Morbane wrote...

kamal_

none of your links are functioning - is that because the latest release is in progress?

link
Should always be the latest. I don't want to officially release until I figure out how to fix the remaining shadow fortress tiles that don't use a seperate model part for their floors.

#70
kamal_

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CODI Sigil tileset now tintable, Sigil textures added to tileset texture options.

#71
kamal_

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andysks wrote...

This blue texture is quite psychedelic... could e used in some kind of demiplane or a mad wizards lair etc.

While that's the stock look of that texture, place lights in an area, set ambient and diffuse to black, and set specular to something. It looks weird.

#72
kamal_

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Retexturable CODI-Sigil now supported.

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

#73
kamal_

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RWS Standard Interior High Ceiling added as it's own tileset instead of overriding standard interior like it does by default.

I have a question for people though: Retexturing can only deal with a single texture for the surface (floor/wall/ceiling) as a tile part must use the default texture for that tile surface in order to take the texture options. This presents problems when the surface uses multiple distinct textures. RWS Standard Interior uses two distinct textures, the support beams and the roof itself. This means I can set it up so either the beams or the ceiling are retexturable. Another option is to set the tileset to use a single texture for both beams and roof, which will not look as good but will allow retexturing to affect both. I wanted to ask what option people prefer? Here's a screen of the ceiling:
500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_rws_high_ceiling.jpg[/img]

Most of the tiles use the same default texture as the stock standard interior tileset, so about 2/3rds of the tiles took texture swapping as soon as I copied the texture lines for standard interior to the new tileset. I still have to fix the remaining tiles for floor/wall texture swaps.

#74
rjshae

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I'd guess that retexturing the ceiling would look better. Wood beams to support stone slabs--that sort of thing.

Modifié par rjshae, 24 novembre 2013 - 07:38 .


#75
PJ156

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kamal_ wrote...

RWS Standard Interior High Ceiling added as it's own tileset instead of overriding standard interior like it does by default.



That is good news indeed.

We are talking texturing not tinting here ? So the ceiling texture is the one that should change. I cannot see that the builder will be able to effectivly set the grain on the beams propserly but might be able to set various wood textures to the ceiling and there are some stock textures that I could see working nicely in that context.

PJ