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Using exterior textures on interior tiles


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#76
andysks

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kamal_ wrote...

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.


Yup. Weird. But in a good way. The setting reminds me of Skyrim's Blackreach. There the high ceiling was something special of course, but the coloring is giving the same atmosphere I think.

#77
kamal_

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ok, I was wrong as I'd looked at several tiles and they had all used multiple pieces for the roof, so I figured there was multiple textures. That wasn't the case, the pieces all used the same texture, and many tiles only had one roof piece. So the roof including beams is completely retexturable. Here is the standard interior on the left with RWS standard interior high ceiling on the right. I've set the standard interior high to use the texture of the original version of the tileset as the default (In the texture properties I named the high roof texture StdInt_Beams to differentiate it from the regular tileset's StdInt)

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

Edit: all tintmapped. Also tintmapped the standard interior columns, which could not be tinted previously.

Modifié par kamal_, 24 novembre 2013 - 09:59 .


#78
kamal_

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RWS Dark Mines support added for retexturing and tinting. RWS used only a few textures so setting up texture support went quickly. Also found a metatile for this tileset that wasn't referenced in the 2da, and added that. Everything is tintable, including the planks and mine rails. The planks and constructed supports are not retexturable but since whatever built your Dark Mines areas was obviously intelligent that shouldn't be a problem. The mine tracks and such are built into the tiles.

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

#79
kamal_

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I am working on RWS Dark Ruins support. There were a number of tile/2da issues with this tileset that were not resolved (such as tiles existing that weren't supported by the 2das). I have the base tileset set up for tinting and some retexturing (floor, ceiling and one wall texture). I'll be producing a fully retexturable version of the tileset as well, since the base version includes a lot of specific textures.

#80
kamal_

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RWS Dark Ruins support added, with one version that keeps the detail textures of the tileset but adds full tinting and texturing for wall/floor/ceiling (but not the detail pieces), and a separate, fully tintable/texturable version (shown).

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

RWS Dark Ruins has a number of issues:

The original has duplicate tiles, these are preserved in order to maintain backwards compatibility with any areas already built using this tileset.

Yay! New Tiles! (2da fixes)
The cczp type tile had 3 variants, but only one was available.
The hhhh (hallway) also has three variants but only one was available.
Stairs Down were missing, and none were previously available. There is only one version of stairs down despite most tilesets having three versions of stairs down.

"2 corners pit" and "wall pit" variants 3 and 4 have an issue where the black tile cap part (the black texture you see representing inside the walls/columns of regular tiles) is visible in the pit facing columns. This issue is present in the original tiles.

#81
kamal_

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RWS Deep Sewer tileset support. Screenshot shows the tinting (including the moss) and use of the metal grate textures from the tileset to get a sci-fi look rjshae had asked about getting. Also added support for a number of tiles that were not in my 2das, most notably narrow corridors and more hall variants.

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

Modifié par kamal_, 28 novembre 2013 - 03:13 .


#82
rjshae

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Deep Sewer tileset for radioactive zombie demons... :happy:

#83
Calister68

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Do you plan to work on tupoun's sewer tileset ? I consider it one of the most beautiful ever done (too bad it's too clean for a sewer !^_^)

#84
kamal_

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RWS The Keep Project metatiles now supported. This is a mini tileset, only 4 metatiles, designed to be a matching interior for an RWS tower exterior, though you could naturally use it any way you wanted. The main room has wood beams that are not retexturable (but are tintable). Other surfaces are tintable/texturable.

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

Modifié par kamal_, 28 novembre 2013 - 06:24 .


#85
kamal_

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Calister68 wrote...

Do you plan to work on tupoun's sewer tileset ? I consider it one of the most beautiful ever done (too bad it's too clean for a sewer !^_^)

Yes, I am supporting every tileset I am aware of. It's not added yet but Toupoun's sewer is on that list.

#86
Happycrow

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Kamal,

Stupid question - I clicked your link for the dl -- is that a module/campaign setup along with all the .mdbs and .dss files? So for this test I'd need to put everything into the requisite folders and the models/textures in override?

Thanks, it's noob, but I've been out of doing this for a bit.

#87
kamal_

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Happycrow wrote...

Kamal,

Stupid question - I clicked your link for the dl -- is that a module/campaign setup along with all the .mdbs and .dss files? So for this test I'd need to put everything into the requisite folders and the models/textures in override?

Thanks, it's noob, but I've been out of doing this for a bit.

That's a campaign folder, the overriding stuff works from that and it's easier to provide a download of just the campaign. The module folder is not included, it's just a test area associated with the campaign. My override folder is empty. Here is a module folder for use with it.

Modifié par kamal_, 29 novembre 2013 - 01:49 .


#88
kamal_

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Tupoun's Sewers test screenshot showing red cobble texture for floor, white snow wall, green grass for ceiling texture. For an unknown reason the ceiling and wall bands are dark, the parts themselves have the same part tint as everything else (white). Support is in progress, this is a huge tileset, over 200 tiles.

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

#89
Calister68

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Really nice ! This tileset would be awesome with some mossy stones textures^_^

#90
Tchos

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kamal_ wrote...
For an unknown reason the ceiling and wall bands are dark, the parts themselves have the same part tint as everything else (white).

Check the alpha channel of the tint map.

#91
kamal_

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Tchos wrote...

kamal_ wrote...
For an unknown reason the ceiling and wall bands are dark, the parts themselves have the same part tint as everything else (white).

Check the alpha channel of the tint map.

Would that matter, since the grass texture should be using the same tintmap everywhere.

#92
Tchos

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It would matter if there's something in the alpha channel.

#93
kamal_

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Tchos wrote...

It would matter if there's something in the alpha channel.

Solved.

I tried using stock tile textures such as estate roof to check if their was a difference in my tintmaps versus stock. I had the same behavior using a number of different stock textures as a control group. Then I started checking area lighting, as I had turned up the sun/moon intensity for easier visibility in working environment/screenshots. On a hunch I turned up the ground light and the walls/ceiling lightened up while the ground remained the same. The obvious difference between this tileset and others is the specular color for all the tile parts is set to black instead of a near white (or orangish for stock Shadow Fortress), however editing a test tile to set the specularity of the parts to near white didn't make any visible change.

So it was a combination of the tileset (other tilesets don't seem to have this beahvior, at least not in such a distinct manner) and lighting.

Modifié par kamal_, 30 novembre 2013 - 03:34 .


#94
kamal_

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rolo_kipp showed me how to get the shadow fortress tiles where the floor was not a separate tile piece fixed. I think someone here had also given me some instructions, but I didn't understand at the time. I also figured out the cause of some missing textures when applying the exterior textures to a few shadow fortress tiles, that one's going to go down as a known issue and fixing it would likely break using exterior textures normally on exteriors, and it only affects 3-4 tiles.

So today I got my problem tiles either solved or turned into a known issue. Work proceeds on Tupoun sewers, the nearly never ending set of tiles.

#95
PJ156

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Grit your teeth my friend, remind yourself from time to time how much fun you're having.

PJ

#96
kamal_

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Tupoun's Sewers is now supported. Screenshot shows RWS Deep Sewer Mossy Stone floor and wall with Column_Detail-RWS roof, as Calister wanted to see a mossy stone.

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

#97
Calister68

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Thank you, I really like mossy stones these days...^_^

It looks nice, great work kamal !

#98
kamal_

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Crypt Pit is now supported. Crypt Pit adds a bunch of tiles to the crypt tileset, turning it into a multi-level tileset and adding an alternate ceiling geometry tileset called Crypt Aquaduct version of some tiles (arched ceiling).

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

#99
kamal_

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Sewer by Restless is now supported. This is a small tileset, 44 tiles, there is only one variation of each tile, and I don't believe every tile type is represented. Performance in the toolset is slow, as the author mentions. I think the author modelled all the surfaces of the iron railing instead of using an alpha channel map over a simple part. The tiles include built in pipes.

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

#100
Happycrow

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Finally got a chance to play around with this. Brilliant. The time I spent coming up with custom textures is totally pointless now, as what you've got here totally supersedes it. Your work here has probably cut a month off the development time for the "hc's first shot at a module" I'm putting together... I can go put that effort into more aberrations, yay^2.