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Using exterior textures on interior tiles


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#101
PJ156

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Kamal_ this all looks very cool indeed. I ahve not had the chamce to play with these yet.

Are you doing these set by set or are you building a set of master 2da's to bring all the sets together? If it's the latter, is it based around the rws all in one 2da? I.e will it be compatible with my current mod or will I need to redo the areas that use RWS?

Also, do these overwrite stock/existing content or do they appear as a whole new set?

PJ

Modifié par PJ156, 03 décembre 2013 - 06:54 .


#102
kamal_

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PJ156 wrote...

Kamal_ this all looks very cool indeed. I ahve not had the chamce to play with these yet.

Are you doing these set by set or are you building a set of master 2da's to bring all the sets together? If it's the latter, is it based around the rws all in one 2da? I.e will it be compatible with my current mod or will I need to redo the areas that use RWS?

Also, do these overwrite stock/existing content or do they appear as a whole new set?

PJ

Master 2das based on the 2das of a PW that never launched, which are the same 2das as used by the PW A Land Far Away. The tilesets that never had a 2da reservation such as Restless Sewer now sit in the range I reserved for this project. The alt versions of a tileset (such as standard interior high ceiling) also sit in the range I reserved. Standard Interior High Ceiling previously was an override for normal Standard Interior, I made it a separate tileset.

If you are using any of these sets, just grabbing these tiles by themselves will override and you get the tinting functionality. For example you can just drop the caves tile folder in your campaign folder and your caves will now be tintable. Retexturing support requires you have the textures 2das, but you probably did not have custom texture 2das before. The custom texture 2das are necessary to tell the toolset what the default textures for the custom tilesets are, if there are no texture 2das entries for a custom tileset you can't change their textures at all. The texture 2das won't change anything in your existing areas, they respect the only previous reserved ranges.

By themselves, the texture 2das and the folder "exterior textures" will give you the exterior textures for use in interiors. The custom tileset textures all indicate they come from a custom tileset (I need to clean the naming there up a bit so it's uniform, some are in the form RWS_Mossy_ Stone and some are Mossy_Stone_RWS).

Some tilesets got minor changes to support retexturing, RWS Deep Chasms now uses only three textures instead of 6-7 textures per tile. The most notable change here is the chasms parts no longer have a fade to black at the bottom. The max of three textures per tile is necessary for full retexturing. Some tilesets like Dark Ruins that have very distinctive textuing (Dark Ruins has a meso-American theme) I made in base and a separate full retexture version. The base version supports retexturing floors, walls, etc but keeps the distinctive detail texturing.

#103
andysks

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I may have a stupid question here. I only use the tilesets for RWS all in one at the moment. From what I got, will I need to drop their 2da and use yours right? In order to tint tiles etc.
However, I don't use the high ceilings, or tupoun sewers for example. I won't be able to use them without the hak, but will they be added to my toolset nevertheless as tiles with no model?

#104
kamal_

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andysks wrote...

I may have a stupid question here. I only use the tilesets for RWS all in one at the moment. From what I got, will I need to drop their 2da and use yours right? In order to tint tiles etc.
However, I don't use the high ceilings, or tupoun sewers for example. I won't be able to use them without the hak, but will they be added to my toolset nevertheless as tiles with no model?

My tilesets 2da uses the same 2da entries as the rws all in one (I just checked), so if you replaced your tiles/tilesets 2das with mine nothing would change in your module, except you'd have a bunch of new tilesets showing in the toolset you couldn't use because you didn't grab the models.

Tldr:
Only want to tint a tileset? Grab the tiles/your tileset folder. Nothing else necessary

Want
to retexture a tileset you already have but can't retexture? Only my
texture 2das are strictly necessary, but you might not be able to
retexture every surface without my tiles/"your tileset" folder. My
texture 2das would also refer to some textures you won't have because
you didn't download them.

Want a tileset you don't already use?
You need my tiles, tilesets, and metatiles 2das, and the tiles/"your
tileset" and textures/"your tileset" folder. Your existing tilesets are
supported as RWS stuff uses reserved 2da ranges.

Want everything I am showing, tilesets, textures, tinting? Use all my stuff.

Longer:

In order to retexture tiles with the new options, you need my texturestilefloor/wall/ceiling 2das. You also need the textures folders you want.

In order to tint tiles but not retexture, you only need the tile folders of the tilesets you want to tint. The folders contain the tile models, with tintmaps added to them. You replace your original version of the tiles with these. You do not need to change any 2das to tint. For example the only change affecting the stock cave tileset is I added tint support (the cave tileset already supported changing the textures), so if you only wanted tint caves, you can download my pack, go to the tiles/cave folder and copy that folder to your hak or campaign folder.

In order to use the additional tilesets (such as Tupoun Sewer), you need my tiles, tilesets, metatiles 2das., and the tiles and textures folders for the given tileset. If you're using the additional tilesets, you may as well get the texturestilefloor/wall/ceiling 2das to allow the tilesets to be retextured, but this is not strictly necessary. New tilesets will automatically be tintable as I added tint support to the tile models.

If you only want one of the additional tilesets, my tiles and tilesets 2das will give you extra options you won't use. Placing a "tile" from a tileset you don't have results in a nothing happening. In fact my tileset 2da currently refers to a set I don't have and have been unable to find (Cerea Towers), but there is a 2da reservation for. Similarly, if you use my texture 2das but don't have a given texture set, basically nothing happens (I haven't tested it, you might just get generic textures or an error message).

Modifié par kamal_, 03 décembre 2013 - 05:07 .


#105
Happycrow

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Kamal,

Does the 2da include the SoZ tileset tints that aren't in the normal 2da (off the top of my head, I think cave 04 and 05)? Those extra cave textures are REALLY good, too good to miss. I can add them manually myself, but would be cool if everybody got them using your stuff)

#106
kamal_

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Happycrow wrote...

Kamal,

Does the 2da include the SoZ tileset tints that aren't in the normal 2da (off the top of my head, I think cave 04 and 05)? Those extra cave textures are REALLY good, too good to miss. I can add them manually myself, but would be cool if everybody got them using your stuff)

All stock game tileset textures are in there, including the SoZ textures like cave 5.

#107
kamal_

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RWS Dungeons is now supported.

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

#108
Happycrow

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Awesome.
I auditioned the textures for my project tonight. May or may not know it, may or may not be able to do anything about it, but I get missing-texture error-patterning on the following:

Twigs01
StdFloor04
Flagstone3-IWD
RWS DeepChasmFloor02
Dirt1
Deep Halls Floor RWS
CryptFloor02A

#109
kamal_

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Happycrow wrote...

Awesome.
I auditioned the textures for my project tonight. May or may not know it, may or may not be able to do anything about it, but I get missing-texture error-patterning on the following:

Twigs01
StdFloor04
Flagstone3-IWD
RWS DeepChasmFloor02
Dirt1
Deep Halls Floor RWS
CryptFloor02A

Thanks for the report.

StdFloor04 and CryptFloor2/2a are stock options, do they work for you in a new test module? They do not work for me in a test module with clean override, but they are part of the stock texture 2das. They all refer to textures that don't seem to exist in the stock game.

twigs01 fixed (texture error)
Flagstone3-IWD fixed (texture error)
dirt01 fixed (texture error)
Deep Halls Floor RWS fixed (2da error)

#110
Happycrow

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Yeah, I just tried all variations there, no luck. Looks like just not there.

#111
kamal_

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Happycrow wrote...

Yeah, I just tried all variations there, no luck. Looks like just not there.

Did you download after I posted I fixed it (I'll be uploading a version with MoW Sewers support for the next 20 minutes or so). The four textures I wrote are fixed, are fixed for me, as shown below.

Modifié par kamal_, 05 décembre 2013 - 01:38 .


#112
kamal_

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Both MoW Sewers are now supported. There is a full tileset called Sewer Pits, and an incomplete mini tileset called Sewer Tunnel. Sewer Tunnel has round walls and ceilings, like a tube with a flat walk area.

Screenshot showing twigs01, Flagstone3-IWD, dirt01, and Deep Halls Floor RWS.

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

#113
Happycrow

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No, I haven't updated yet, was just looking at the unfixed standard variations Floor04 and Crypt2/2A - it's not rocket science, so with you saying it was fixed, I didn't think it really appropriate to go back and recheck those.

#114
kamal_

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Happycrow wrote...

No, I haven't updated yet, was just looking at the unfixed standard variations Floor04 and Crypt2/2A - it's not rocket science, so with you saying it was fixed, I didn't think it really appropriate to go back and recheck those.

Whew! Good. The worst thing for a builder is when we can't recreate the problems people report. Anyway the version with the MoW sewers is now uploaded.

#115
kamal_

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RWS Grand Citadel is now supported.

Screenshot showing the green Copper_1-IWD roof, Wall-CODI wall, and Rusty_metal_2-IWD floor.

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_citadel1.jpg[/img]

A few of the textures are not changeable, including the stone texture shown along the wall and the railing texture.

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_citadel1b.jpg[/img]

Modifié par kamal_, 06 décembre 2013 - 12:53 .


#116
kamal_

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Invisible Tile by crystal violet is now supported.

No need for a screenshot here, it's an single invisible tile and you can walk on it.

Modifié par kamal_, 06 décembre 2013 - 02:10 .


#117
rjshae

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You're texturing an invisible tile? I'm not sure I see the benefit.

Modifié par rjshae, 06 décembre 2013 - 07:42 .


#118
kamal_

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rjshae wrote...

You're texturing an invisible tile? I'm not sure I see the benefit.

No, it's just included as a tile option. Can't retexture it.

#119
kamal_

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RWS Pocket Ship Interiors is now supported. Default texturing was changed a bit to support retexturing.

With the retexturing options, this tileset can make for a more general purpose tileset, though it's still basically linear. I found two tiles that weren't in the 2das. They take the default textures in an odd manner, so they're not really useful unless you are retexturing.

Screenshot showing the cliff08 roof tinted blue, Tupoun Sewer_Floor wall (also blue), and Rock_writing_CODI floor untinted on the left, and default textures on the right.

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

Modifié par kamal_, 06 décembre 2013 - 10:24 .


#120
kamal_

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"Another New Tileset" by Restless is now supported.

This tileset was originally made as alternate tiles for the standard castle tileset, but I have made it a separate tileset as it doesn't share the castle tile geometry.

Because the default textures included artwork that was probably copyrighted, and definitely nsfw (full frontal nudity), the default texture has been edited to remove the nsfw-ness, making it family friendly. You're probably going to want to swap to another texture or put up props in to hide it, doing this left a large blank texture spot.

In the left and middle tile floor, you can see two new textures included. The walls show the other texture, the artwork was where that cream colored section is.

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

Modifié par kamal_, 07 décembre 2013 - 11:11 .


#121
PJ156

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Are you thinking to include the japanese interiors

http://nwvault.ign.c...l.Detail&id=487

PJ

#122
kamal_

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Was already on the list but since pj asked I moved it to next up.

Japan Urban by Kurogo is now supported. Upload will finish in 10 minutes or so. If you're using this you probably would be interested in japanese doors, interior and exterior placeables by the same author, but they are not included.

The tileset looks "clean" and natural, so it seems to me to make a better interior for elves than standard interior.

Japan Urban is designed for just that, japanese style interiors. All tiles except the stair tiles have at least two variations, with variation 2 having a built in tatami mat texture (changing the floor on these changes a border around the mat). Variation two includes a slight bump where the mats are, but are otherwise identical to variation one.

The set of "step down" tiles use a fourth texture for the down portion of the tile. Since the tileset only allows retexturing three textures per tile, this stone texture is left in. I'll probably add a variation of these tiles where the down portion uses the standard floor texture so you can retexture the entire floor of these tiles.

Screenshot: Left to right columns, stock texture, stock with red/blue/green channels textured in those colors, retexture sample, and stock again. You can also see some retextured tiles at the corners.

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

#123
kamal_

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Round Tower Rooms by RWS is now supported.

For some reason I had this as Tower Rooms Cerea Kivinen. The tiles match the 2das, so updated the 2da names.

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

Modifié par kamal_, 08 décembre 2013 - 03:59 .


#124
Kanis-Greataxe

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Very nice work, cant wait to see it done.

#125
PJ156

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kamal_ wrote...

Was already on the list but since pj asked I moved it to next up.

Japan Urban by Kurogo is now supported. Upload will finish in 10 minutes or so. If you're using this you probably would be interested in japanese doors, interior and exterior placeables by the same author, but they are not included.


Thanks Kamal_

That is good of you to prioritise these.

I have put the placables onto my 2da recently. Doors are to come soon for me too.

I am looking forward to looking at this tileset. I comes with some nice tintable placeables within it which I have exstracted and put into a separate folder with associated utp's.

PJ