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Enter the dungeon


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210 réponses à ce sujet

#26
Calister68

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I added door hookpoints in my tile, in order to place correctly the doors. I suppose it's the same thing ? My problem is when I import a stock door in gmax, there are no animations at all, just the door mesh.

#27
rjshae

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Is there a matching gr2 file in the loc_merged(?) directory under data?

#28
Calister68

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Yes, there are several (close, open, idle...). But when I import the door into gmax, the animations seems to disappear.

#29
rjshae

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It's kind of a shot in the dark, but I found some notes here on importing skin-flagged models:

http://nwvault.ign.c...d.php?id=170634

Perhaps... Blender is needed to keep the door's skin weights, so you can use that to stretch your door model but keep using the same gr2 files? Or more likely I don't know what I'm talking about...
:innocent:

#30
Hellfire_RWS

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Calister68 wrote...

Thank you PJ :)

Just a question, if someone knows : is it possible to create a door with gmax ? I found no tutorial to explain how to do this...


You can not make a door with animations in Gmax, you should be able to make a door appearance. 

Modifié par Hellfire_RWS, 07 décembre 2013 - 02:18 .


#31
rjshae

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Calister68 wrote...

Some news : I finally finished my first door tile, and it's working well. The most difficult was to choose the shape of the door frame^_^.

I'm also working on an arched door. This one is perfect for a portcullis, but not really for the stock arched doors, which are exterior doors, smaller than the interior ones, and with a particular top which doesn't match my arch. I'll see if I can make a custom door for this.

Two other screens to show some pillars : the first is a variation of the "open floor" tile with the pillar in the middle, and the second shows the pillars you can make with four tiles corners (in game).


The tiles look great, by the way. Really dark and perilous looking.

I hope you'll decide to include a few wall variants with recessed slots for corpses and sarcophagi. They're almost de rigour as dungeon elements...

:)

#32
Calister68

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I finally managed to build my first door (thanks for the clue, hellfire^_^). This one is a sliding door, which disappear in the ground when activated, exactly like some of the stock secret doors. I took the crypt secret door as a model, so when you open my door, you have the same opening sound.
When open, the top part of the door is still visible, so it's easy to click on it to close the door.

rj : yes, that was planned since the beginning, and it's precisely the next thing I'll create.^_^

edit : ring added on the door, and normal map modified.

Modifié par Calister68, 07 décembre 2013 - 01:54 .


#33
rjshae

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It looks good. The wood looks a little new, but maybe it was a recent replacement? :) The thickness is just right for a sturdy dungeon door.

Calister68 wrote...
rj : yes, that was planned since the beginning, and it's precisely the next thing I'll create.[smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie]

Excellent!

Modifié par rjshae, 07 décembre 2013 - 03:59 .


#34
Calister68

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A little update to show my current work...

I'm still working on the door tiles. It's a huge work, because there are a lot of possible combinations with doors, corners, hallways... so I made a pause with this task, and decided to build my first stairs tile. Here is the result.

As you can see, it's a "stair_up" tile, and I think it could be a perfect entry (or exit) for the dungeon, leading to the surface.
I still have some hidden polys to delete, because this tile is very heavy, weighing some 3400 polys. Most of my tiles weighs something like 2000 to 2500 polys, while the "stock" tiles poly count are between 1000 and 2000. I think I'll have to do some cleaning before releasing this tileset.^_^

I also made a grimrock-style alcove. Now you'll not have anymore to let your chests and other treasures on the ground ^_^. I paid special attention to build this alcove big enough, and not too deep, so the players can see what's inside if they are playing in exploration mode. I'll make an other one, big enough to place corpses in it.

I also made a new pit, using my good old dungeon pit. This one will be the standard pit of this tileset, and it'll be available as a variation for several tiles. Now my "open_floor" tile has 4 different variations, and I plan to build at least two others.

Modifié par Calister68, 12 décembre 2013 - 12:07 .


#35
kamal_

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Very nice.

#36
Alupinu

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Wow! The screenies look really great, really nice work. I like the fact that you’re trying to keep the tiles simple. That gives the modders more options on how to use them. Keep up the great work looking forward to the tile sets release.

One quick question, will this be a complete set? With all 46 tiles?

#37
rjshae

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Good stuff! It all looks top notch.

The roof line on the alcove tile seems like it needs a little tweaking, but it's no big deal.

#38
Calister68

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Thank you for your comments !

rj : I checked the alcove tile, and there's no problem with the roof. There are several edges on the ceilings, and this picture was taken in the toolset, so maybe you can see things that doesn't appear in game^_^

alupinu : I don't know if I'll be able to build all the 46 tiles, but I'll try. Maybe I'll not make some tiles I don't consider essential, for example the stairs_up or stairs_down in a room.

Modifié par Calister68, 12 décembre 2013 - 08:30 .


#39
rjshae

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Calister68 wrote...

rj : I checked the alcove tile, and there's no problem with the roof. There are several edges on the ceilings, and this picture was taken in the toolset, so maybe you can see things that doesn't appear in game^_^


Okay, sorry then. B)

#40
Alupinu

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Calister68 wrote...

alupinu : I don't know if I'll be able to build all the 46 tiles, but I'll try. Maybe I'll not make some tiles I don't consider essential, for example the stairs_up or stairs_down in a room.

That's understandable, once again looking forward to it's completion.
One last thing, make sure you double check the *walkmesh*. I've worked with custom tiles in the past and ran into that problem.

And will this tile set be compatible with the TS default tile sets? Will the door ways line up?

#41
Tchos

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Calister68 wrote...
Maybe I'll not make some tiles I don't consider essential, for example the stairs_up or stairs_down in a room.

I always hated those stair tiles from a design perspective, so I won't miss them.

#42
Calister68

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The walkmesh is working fine for the moment, I tested it several times, and saw no problems.

I'm not sure to understand what you mean by "TS default tile set". If you talk about the stock tilesets, it's only partly compatible. For my square doorframes, I used the standard interior door size, so you can connect a stock door tile with one of my door tiles, there is no gap. But the walkmesh will not bake correctly between the two tiles, since I do not use the stock walkmesh. But you can use a walkmesh helper to fix this.^_^

(edit)
Tchos : yes, that's precisely why I think I'll not loose time to build this^_^

Modifié par Calister68, 12 décembre 2013 - 07:17 .


#43
Alupinu

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Yes I mean the "stock tile sets", thanks, you answered my question. :)

Modifié par Alupinu, 13 décembre 2013 - 05:07 .


#44
PJ156

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These look great, I really like the alcove.

On the subject of stairs, I have alway hated that the stairs went only down or up in one tile when there appears to be plenty of room for both to happen. A stair well tile would be both more space efflcient and time efficinet since it would be one corridor end and one room. Even just one room would cover it at a push.

PJ

#45
Morbane

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Calister68 wrote...

 Here is the result.

I also made a grimrock-style alcove

I also made a new pit, using my good old dungeon pit. 


very nice

:D

#46
Calister68

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PJ : do you mean to build a tile containing both stairs up and down ? That could be an interesting idea in some cases, but there is a problem : the challenge in many dungeon levels is precisely to find the stairs down (or up), in order to reach the next level. Having both stairs in the same place would kill the interest of such challenge...

#47
kamal_

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Given that it seems you don't plan on doing all the standard tiles, at least immediately, a stairs up/down in the same tile should not be a priority.

That said, if you're not going to do all the standard tiles, having at least one stairs up tile and one stars down is something I consider essential in a tileset.

#48
rjshae

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To me, having the up/down stairs at the end of a corridor is the most essential of the three possibilities.

#49
Alupinu

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There are actually three sets of stairs to choose from, “Room”, “Wall” and “Hall_End”. If I had to choose one of the stairs tiles to put on the chopping block. I guess I would go with “Hall_End”. This tile the modder could replace with “Room” and just leave out the door.

As far as a up/down stair tile, not sure how that would work. There just doesn’t seem to be enough room for both stairs and exits to line up properly. Maybe if you had a spiral stair way, that might work. But like kamal pointed out, a up/down stair tile should be saved for an update and for now just focus on completing a functioning tile set.

Modifié par Alupinu, 13 décembre 2013 - 05:39 .


#50
kamal_

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If there is a matching wall placeable, you technically don't need hall end as you could make your own using the placeable walls. I've made stairs with a wall only on one side that way. That said I agree with rjshae that hall end is the most essential tile.