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Diagonal Meta Tiles


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#1
rjshae

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Not sure if this has been done already (other than the slanted/forked cave metatiles in the toolset), but I had this notion for how to implement tiling diagonal corridors, which I've tried to illustrate below.

Posted Image

The idea is that a set of three simple metatiles, shown at upper right, could be infinitely tiled to produce all sorts of diagonal corridors slanted off straight corridors--as shown in the example at lower left. In the upper left I put down a little illustration of how to make the diagonal corridors the same width as the straight corridors. If R is the width of a regular tile, then 'r' is the diagonal offset needed to match the width. A simple approximation is to set r equal to 30% of R.

In the lower right are some sample variants of the B meta tile, which can be used to further mix things up. Many more variants come to mind, including some for A & C, but you get the idea.

Modifié par rjshae, 30 novembre 2013 - 10:44 .


#2
Hellfire_RWS

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Fantastic. are you planning on making these?

#3
rjshae

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I'm tinkering with a set right now, so I'll perhaps give it a try and see how it works out.

#4
kamal_

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Tupoun's sewers has some "diagonal" tiles, they are single tile not metatile sized tiles.
https://dl.dropboxus...onal_single.jpg

Anyway, if you add some I can certainly support them in my tile package.

#5
andysks

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Bump. I always thought that NWN2 lacks some shapes in interiors areas, resulting in builders adding wall placeables to alter the room shape.

#6
rjshae

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Actually it probably wouldn't be that hard to do. Just use some of the tile stock models, merge as needed, rotate them 45 degrees, line them up right, and trim the edges cleanly at an angle. You might not even need to rework the texture maps.

Modifié par rjshae, 01 décembre 2013 - 02:10 .


#7
rjshae

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Along these lines I was thinking it'd be useful to have a Castle Tile Expansion Pack that would add:
  • Diagonal corridor metatiles
  • Double door variant(s)
  • Narrower corridor variants
  • Corner door pieces with stairs variants
Is there anything else we're missing? :)

#8
kamal_

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rjshae wrote...

Along these lines I was thinking it'd be useful to have a Castle Tile Expansion Pack that would add:

  • Diagonal corridor metatiles
  • Double door variant(s)
  • Narrower corridor variants
  • Corner door pieces with stairs variants
Is there anything else we're missing? :)

RWS Pocket Castle includes narrow corridors, and corners with stairs.

#9
rjshae

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Thank you for pointing that out.

#10
rjshae

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After a little experimentation I think I've figured out a relatively simple way to implement this using boolean operations, so I'm going to give it a go. The trickiest part will be doing the angled join within the A & C metatiles. For that I just need to use a correctly scaled box at a 22.5 degree angle for the boolean object, then try and join the resulting mitered edges as cleanly as possible. Should be interesting...

Modifié par rjshae, 02 janvier 2014 - 09:21 .


#11
MokahTGS

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rjshae wrote...

After a little experimentation I think I've figured out a relatively simple way to implement this using boolean operations, so I'm going to give it a go. The trickiest part will be doing the angled join within the A & C metatiles. For that I just need to use a correctly scaled box at a 22.5 degree angle for the boolean object, then try and join the resulting mitered edges as cleanly as possible. Should be interesting...


There's possibly 6 words in there that I understand...

#12
rjshae

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Oops, sorry. Well if it works then I'll try to assemble a tutorial that'll hopefully explain it a little more clearly.

For a little flavoring, here's part of the 'B' diagonal metatile after using boolean modifier to clip the edges.

Posted Image

A concern I have now is whether it will bake properly. I think I need to redo it and make sure the walk mesh is exactly symmetrical. If that doesn't work, then I may have to customize the walk mesh so that the metatile edges will exactly match up.

Modifié par rjshae, 03 janvier 2014 - 03:01 .


#13
rjshae

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Arggh, the boolean operation messed up the texture mapping on the side walls. Dang it. Not sure why it did that to the walls but not the roof or floor...

Modifié par rjshae, 03 janvier 2014 - 05:01 .


#14
andysks

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MokahTGS wrote...

There's possibly 6 words in there that I understand...


You and me...
CC forums too complicated for me :lol:.

#15
rjshae

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Well you can kind of see what I'm doing in the pic below. The top is the initial corridor. After I do a step, the far end gets chomped off. Unfortunately the texture is then completely messed up.

Posted Image

Not sure what I can do about that. It may be hopeless.

Modifié par rjshae, 03 janvier 2014 - 02:23 .


#16
kamal_

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rjshae wrote...

Well you can kind of see what I'm doing in the pic below. The top is the initial corridor. After I do a step, the far end gets chomped off. Unfortunately the texture is then completely messed up.



Not sure what I can do about that. It may be hopeless.

Looks like you need to re-apply the texture to the changed geometry, so the game knows how a texture is mapped to it.
http://social.biowar...9965/2#17731121

#17
Calister68

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Is this what you're trying to do ?

I don't know how it works in blender, but with gmax you'll need to take every part of the tile, one by one (floor, ceiling, walls...) and cut it with the same cloned box.

#18
rjshae

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kamal_ wrote...

Looks like you need to re-apply the texture to the changed geometry, so the game knows how a texture is mapped to it.
http://social.biowar...9965/2#17731121

I'm really hoping to avoid doing that because it would be a lot of extra work.

Calister68 wrote...

Is this what you're trying to do ?

I don't know how it works in blender, but with gmax you'll need to take every part of the tile, one by one (floor, ceiling, walls...) and cut it with the same cloned box.

Sorry I can't see that image from the office because our firewall blocks it. :whistle:

Yes I am applying the boolean to each part separately. For some parts it's working; others it's not. The wall in particular has enclosed shapes, which impacts how the boolean works. (The objects that did retain their texture mapping ended up with the box's sides added to their model, which I then had to trim off.) Based upon the Blender documentation, I suspect what I need to do is apply a proper UV map (and maybe the same texture) to the cube so that it has some UV information to copy over to the trimmed wall model edges. I'll try that tonight.

Modifié par rjshae, 03 janvier 2014 - 03:31 .


#19
rjshae

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That didn't work, unfortunately. The boolean operations seem to be creating an entirely new mesh with a different UV mapping. Oh well. I tried the Blender Knife Project as well, but that did butkus.

I reported it to the Blender Foundation as a bug. Maybe there will be a fix some day.

Modifié par rjshae, 04 janvier 2014 - 01:09 .


#20
rjshae

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Well the good news is that they're able to reproduce the bug and have a developer assigned to it. Hopefully it'll be fixed with an upcoming release and I can pursue this project further. It seems like something they'd want to address since I've seen others bring up the same problem in forum discussions.

Modifié par rjshae, 08 janvier 2014 - 10:12 .


#21
rjshae

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They've declined to fix it, so I'm left with using the less accurate Knife cut method. Crappers. :(

Guess the only hope is for an update to the Carve library they are using, which has only rev'd once in five years. I'll try messing around with the Knife Project some more. If I try projecting a plane onto the wall while viewing from directly above the plane edge, it might give me what I need...

Ed.: Tried that, but it doesn't produce a very good edge.

Modifié par rjshae, 14 janvier 2014 - 03:38 .


#22
rjshae

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As a PoC I built three metatiles using models from the Standard Interior set. They lay down properly but the bake has all kinds of problems.

Posted Image

I was careful about keeping the walk mesh vertices aligned, so it seems to be a different issue. My diagonal corridor sections have a rotated walk mesh that connect to the regular mesh along angle, so maybe that doesn't work? Crud.

The floor pattern is a little wonky, but I should be able to fix that.

Modifié par rjshae, 27 janvier 2014 - 03:18 .


#23
Calister68

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Remember that the walkmesh vertices must be at the exact same location on both sides of your connected tiles. The walkmeshes provided with the standard tilesets are really messy, so it's better not to rotate it, otherwise it's nearly impossible to make it work correctly.

Try to build a large walkmesh covering all your metatile surface, using several standard walkmeshes precisely aligned, but without rotating it. After that, you'll just have to cut your walkmesh along the walls (Sorry if I'm not clear ^_^).

Modifié par Calister68, 27 janvier 2014 - 08:27 .


#24
andysks

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From what Kalister said, if I got it correct, the walkmesh of the tile behave just like a walkmesh on an exterior area for example? Because it is generally a better method there, to lay down one single big walkmesh helper, and cut it with the walkmesh cutters, instead of trying to connect many helpers. Perhaps if you do this here, of course with the method for tiles, which I have no idea what it is, it might work.

#25
rjshae

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Okay, I'll try just tiling the metatile boxes with the standard walkmesh then fit unwalkable faces to the walls as closely as possible. Here's hoping...

Modifié par rjshae, 27 janvier 2014 - 04:07 .