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Using exterior textures on interior tiles


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#126
kamal_

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Little Tileset by Restless is now supported.

This tileset has been moved to it's own tileset from Crypts, since it doesn't share geometry with Crypts. It's a complete tileset except there is no open roof tile. There is only a single variation of each tile type.

Screenshot shows left to right, default tileset, tinted, the normal textures I use when testing. Because it's not very apparent in the toolset screenshot, another screenshot from gmax shows the egg shaped geometry of the tileset.

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

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_little_restless_2.jpg[/img]

#127
kamal_

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New Tileset by Restless is now supported.

This tileset has been moved to it's own tileset from Standard Interior, since it doesn't share geometry with Standard Interior. It's a complete tileset except that it does not have any stair tiles. There is only a single variation of each tile type. Tile models didn't need any adjustment, making it quick to add.

Screenshot shows left to right, default tileset, tinted, the normal textures I use when testing.

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

Modifié par kamal_, 08 décembre 2013 - 04:54 .


#128
Morbane

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the penultimate tile project!!

this is so cool - just chompin at the bit for this

#129
kamal_

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Tree House by peektime is now supported.

Tile models needed very little adjustment, making it quick to add. The tileset is not quite complete, as there is only one stairs (down, and a report on the vault it doesn't work)

Screenshot shows left to right, default tileset, tinted, the normal textures I use when testing.

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

Modifié par kamal_, 09 décembre 2013 - 09:00 .


#130
Hellfire_RWS

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has anyone ever put together a list of how many tilesets there are for NWN2?

#131
kamal_

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Hellfire_RWS wrote...

has anyone ever put together a list of how many tilesets there are for NWN2?

If you include the ones that do not have all the standard tiles, and include the invisible tile as a tileset by itself, there are 31 community made tilesets that are released. That includes separating out releases that were released as overriding (for instance RWS High Ceiling) or releases that were extensions but had different tile geometry than the sets they "extended" (such as a dungeon type extension for standard interior).

Roughly low 20's for a number that are complete or nearly complete tilesets (nearly = missing only a few standard tiles). The rest are missing substantial numbers of standard tiles, ranging from missing 5-10 standard on up to a tileset that only exists as a single metatile.

#132
Happycrow

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Can walkmesh helpers bridge the geometry gaps for those tilesets for which there aren't transition-tiles? Or would one need to use terrain jumps and the like?

#133
kamal_

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Happycrow wrote...

Can walkmesh helpers bridge the geometry gaps for those tilesets for which there aren't transition-tiles? Or would one need to use terrain jumps and the like?

I'm not quite sure what you are asking. Floor heights are normally a standard height for a tileset, so they connect and you can walk between them. There will be gaps where the wall geometry is different if you are connecting via corridors, normally you'd use pillars or boulders or something to fill in the wall gaps. Some tilesets include tiles specifically designed to link to another tileset (normally these are designed to link to the cave tileset). Of course door openings tend to be identical between tilesets, so normally you can connect tilesets via doorway without any geometry mismatch.

#134
Happycrow

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Thanks, that's exactly the issue I was thinking of - a lot of these will go well with caves, but not all tilesets have transition tiles for the cave set. So if I'm going from one of these to cave, I was wondering whether a walkmesh helper would bridge that geography or not. (or whether you know, and it's a case of "HC needs to experiment" - I haven't started building for my module yet, as I'm still working on custom creatures, but I once had a really big and fancy area in PW-land that failed based on this problem)

#135
rjshae

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kamal_ wrote...

Some tilesets include tiles specifically designed to link to another tileset (normally these are designed to link to the cave tileset).


That's useful to know. Thanks.

#136
Calister68

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I'm not sure the baking will always be correct if you try to connect two tiles from different tilesets, because the walkmeshes have to be strictly identical on both connected sides (with the same polygons sizes). If the author of the tileset used the generic "stock" walkmesh, there'll be no problem, though.
But you can always use a walkmesh helper to link different tilesets, it should work. And, as kamal said, you can use pillars and boulders to hide the gaps. But you'll still have some gaps on the ceilings.

#137
kamal_

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Jungle Ruins by RWS is now supported. No link to it on the vault because it was never released since it was incomplete. Thanks to Hellfire_RWS for providing the tiles.

Jungle Ruins is an incomplete tileset consisting of 20 tiles. With care, you can build a complete area out of it. Like Dark Ruins where there are a lot of specific textures, I've made it into one version that keeps the detail textures, and another version that is completely retexturable.

Screenshot shows default texturing.

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

Modifié par kamal_, 11 décembre 2013 - 01:53 .


#138
Tchos

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I can foresee using that one.

#139
Calister68

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The mossy textures reminds me of something^_^

The geometry looks interesting. What kind of tiles are missing ?

#140
kamal_

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Calister68 wrote...

The mossy textures reminds me of something^_^

The geometry looks interesting. What kind of tiles are missing ?

The lines that end in zero indicate a standard tileset tile that Jungle Ruins is missing. I have .max files for the tiles as well.
Floor_4_Corners    ****    JR    CCCC    2
Floor_3_Corners    ****    JR    CCCX    1
Floor_2_Corners    ****    JR    CCXX    1
Floor_1_Corner    ****    JR    CRNR    0
Floor_2_Corners    ****    JR    CXXC    0
Floor_1_Corner    ****    JR    CXXX    0
1_Wall_(1_door)_2_Corners    ****    JR    DDCC    1
2_Walls_(1door)_1_Corner    ****    JR    DDCW    0
Doorway_Corner    ****    JR    DDCX    0
Doorway_2_Corner    ****    JR    DDDC    1
Hallway_(2_door)    ****    JR    DDDD    0
2_Walls_(2_door)    ****    JR    DDDX    0
2_Walls_(1_door)_1_Corner    ****    JR    DDWC    0
Hallway_(1_door)    ****    JR    DDWW    0
2_Walls_(1_door)    ****    JR    DDWX    0
1_Wall_(1_door)    ****    JR    DDXC    0
2_Walls_(1_door)    ****    JR    DDXW    0
1_Wall_(1_door)    ****    JR    DDXX    1
Hallway    ****    JR    HHHH    1
1_Door_Room    ****    JR    SPR1    0
2_Door_Room_Variant    ****    JR    SPR2    0
3_Door_Room    ****    JR    SPR3    1
4_Door_Room    ****    JR    SPR4    1
2_Door_Room_Variant    ****    JR    SPR5    0
Hall_End_1_Door_Variant    ****    JR    SPU1    1
Hall_End_2_Door_Variant    ****    JR    SPU2    0
Hall_End_3_Door    ****    JR    SPU3    0
Hall_End_2_Door_Variant    ****    JR    SPU4    0
Hall_End_2_Door_Variant    ****    JR    SPU5    0
Hall_End_No_Doors    ****    JR    SPU6    1
Hall_End_1_Door_Variant    ****    JR    SPU7    0
Hall_End_1_Door_Variant    ****    JR    SPU8    0
1_Wall_2_Corners    ****    JR    WWCC    1
1_Wall_1_Corner_Variant    ****    JR    WWCX    0
2_Walls_1_Corner    ****    JR    WWWC    1
2_Walls    ****    JR    WWWX    1
1_Wall_1_Corner_Variant    ****    JR    WWXC    0
1_Wall    ****    JR    WWXX    1
Open_Floor    ****    JR    XXXX    1
Roof    ****    JR    RRRR    0
Stair_Up_Room    ****    JR    STU1    1
Stair_Up_Hall_End    ****    JR    STU2    0
Stair_Up_Wall    ****    JR    STU3    0
Stair_Down_Room    ****    JR    STD1    1
Stair_Down_Hall_End    ****    JR    STD2    0
Stair_Down_Wall    ****    JR    STD3    0

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


#141
rjshae

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That'd be a project in itself -- completing the tile sets with missing tiles...

#142
Calister68

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rjshae wrote...

That'd be a project in itself -- completing the tile sets with missing tiles...


Exactly what I thought^_^

I don't know how this tileset is built, but some of the tiles should be easy to complete - particulary the corners. Just a matter of cloning some parts and placing it correctly...

#143
kamal_

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Calister68 wrote...

rjshae wrote...

That'd be a project in itself -- completing the tile sets with missing tiles...


Exactly what I thought^_^

I don't know how this tileset is built, but some of the tiles should be easy to complete - particulary the corners. Just a matter of cloning some parts and placing it correctly...

Here is what HF provided, it includes the .mdb files for the tiles, as well as .max files.
link

#144
rjshae

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Calister68 wrote...

rjshae wrote...

That'd be a project in itself -- completing the tile sets with missing tiles...


Exactly what I thought^_^

I don't know how this tileset is built, but some of the tiles should be easy to complete - particulary the corners. Just a matter of cloning some parts and placing it correctly...


Perhaps it would help if we had a list of low-hanging fruit? I.e. good quality tilesets that are missing just a few tiles and would be worthwhile to complete?

#145
kamal_

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I can easily set of my tiles.2da to show the standard tiles for every tileset and put in a zero for tiles the tileset is missing. The 2da already handles some tilesets that way. It will make identifying missing tiles for a tileset easy.

There are at least two more tilesets I haven't mentioned yet that I am aware of besides jungle ruins which could use completing and have enough existing tiles to know what all the tiles should look like (plus a number of sets that are missing only a few tiles).

#146
rjshae

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That'd be good, thanks. I need some practice on building a tileset yet, but hopefully I'll be able to contribute in the future.

#147
kamal_

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Purgatorio Tilesets by various authors is now supported. This is five tilesets in various stages of completion. One tileset exists solely as a metatile and 2da references for it. The Mechanus and Sigil tilesets are the most complete. I've included these as original texture + tinting, and fully retexturable versions.

The Purgatorio demos only included these tiles. Given the state of Purgatorio as an incomplete project I don't known if they didn't include tiles they were not using and they exist, or if those tiles do not exist.

Screenshot shows default texturing of the Doomguard, Mechanus, and Sigil tilesets, respectively. Followup post to include shots of metatiles.

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr1.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr2.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr5.jpg[/img]

Modifié par kamal_, 12 décembre 2013 - 05:05 .


#148
kamal_

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The Purgatorio tilesets include a lot of metatiles. Here are some of them.

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr_meta1.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr_meta2.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr_meta3.jpg[/img]

#149
kamal_

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The Purgatorio tilesets include a lot of metatiles. Here are some of them.

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr_meta4.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr_meta5.jpg[/img]

500x250https://dl.dropboxusercontent.com/u/3879894/community/tileset_pr_meta6.jpg[/img]

#150
kamal_

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Next step will be cleaning up the tiles 2das so things are uniform, and creating a unified doortypes.2da since some tilesets modify that.