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Using exterior textures on interior tiles


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#151
andysks

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I think Mechanus is going through some reworking, and maybe when the complete release comes there will be more tiles etc.

#152
kamal_

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andysks wrote...

I think Mechanus is going through some reworking, and maybe when the complete release comes there will be more tiles etc.

With the Purg tilesets, I've set up my 2das to note which tiles are missing, so updating that section of the 2das will just require editing the column for the number of variations of the tile. If they redo the tileset in another style, it won't be a big deal either, renaming tiles and tile model parts is quick.

#153
andysks

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Might be some of the toughest tilesets to work with, but still worth. Really unique.

#154
kamal_

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As I mentioned previously I have added fully retexturable versions of the Japan Urban tiles with a step down area.

I've also updated the tiles.2da to indicate missing tiles with a 0. I did not do this for all of the base RWS tilesets since their all in one 2da is basically a standard. However the fully retexturable versions of the tilesets do follow this standard. For the standard set of tiles, I used Standard Interior as my list of what the standard tiles for a tileset are.

A unified doortypes.2da is now included. No 2da entries needed to be moved around, this just combines the different doortypes.2das used by several different tilesets into a single unified one.

I still need to clean up some naming schemes in my 2das, but after that I will have a "beta". You can download (in 30 minutes when the upload finishes) now if you want, there shouldn't be any more movement in the 2das.

#155
Kanis-Greataxe

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Thanks for all the hard work you put into this. I'm sure many people will use this me included as it will add a great veriety in building interiors.

#156
PJ156

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kamal_ wrote...

and creating a unified doortypes.2da since some tilesets modify that.


This is my last job for the placeables project as well. If possible can I check your complete version against the placeable sets that require doors and then with collaboration modify if if it needs it (or send you notes on where is needs modifying) I ahve noted in my spreadsheet as I have worked, which of the sets needs to have the doortypes 2da checked. perhps I could send you that, otherwise I will wait till you are done and cross check?

PJ

#157
kamal_

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PJ156 wrote...

kamal_ wrote...

and creating a unified doortypes.2da since some tilesets modify that.


This is my last job for the placeables project as well. If possible can I check your complete version against the placeable sets that require doors and then with collaboration modify if if it needs it (or send you notes on where is needs modifying) I ahve noted in my spreadsheet as I have worked, which of the sets needs to have the doortypes 2da checked. perhps I could send you that, otherwise I will wait till you are done and cross check?

PJ

Here is the doortypes.2da by itself. None of the doortypes included with tilesets interfered with each other, so I was able to combine them without needing to move anything around. Only Tupouns Sewer used a non-reserved range, and I went and reserved it.

#158
PJ156

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Thanks Kamal_

That 2da does not contain the placeables doortypes so I will need to merge the two of them. I will need to check that against the reserved ranges and the 2da I have in Kanbyens set which is semi complete for the placeables.

I will try to get to it over theweekend.

PJ

#159
kamal_

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It'll be a bit longer, testing things I discovered I hadn't done Grand Causeway and Deep Halls. Whoops, oh well.