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Enter the dungeon


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#51
Alupinu

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kamal_ wrote...

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.


Good point! Providing the author is going to throw in placeable goodies like matching walls. Maybe one solid and one with a cut out door way.

#52
Alupinu

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...and if we're going to go down that path, I would like a matching pillar too please. Posted Image

Modifié par Alupinu, 13 décembre 2013 - 05:54 .


#53
Calister68

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Work in progress for the stairs_down 1 wall tile. I changed the top of my arched doors, but only for the transition doors. I first wanted to put some decorations on it, like runes, but finaly I think it's better to let it like this.

I agree with rj, the hall_end stairs are the most useful for the modders. That's the next thing to do on my list.

#54
rjshae

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It looks good. I appreciate that you've added a decent-sized landing before the door.

#55
PJ156

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Calister68 wrote...

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...


I agree from a D&D perspective.

I am more of a realist though, and I like things to feel real, spiral stairs and stair wells make me think the place has been designed efficinently and from a gamplay perspective it means the player can change level without traveling far across level from one stair to another. No reason the door down should not be locked and the key is somewhere on the level?

That said, this is a realy exciting project and I look forward to working with whatever you feel sets the scene you want to portray.

PJ

#56
rjshae

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Not sure how useful these would be:
Possibly some of the model parts might be used for additional tile variants...

Modifié par rjshae, 17 décembre 2013 - 10:28 .


#57
Calister68

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Yep, they both seems interesting. Not sure I could use it in my tileset though, the geometry seems to be very different from my dungeon...

Currently I'm still working on the doors tiles, which is a huge work. I've finished 27 out of the 45 tiles I want to build (I'm not counting the variations). Most of the remaining tiles are just slightly different from the tiles I already made, so the progression should be fast.

Here are 3 screenshots of my work in progress :

screen 1
screen 2
screen 3

#58
rjshae

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The shots from 2 & 3 look good. Number 1... perhaps needs a little work along the sides. Maybe with a pair of diagonal stone platforms to give the circular steps an edge so they don't intersect with the wall?

#59
Happycrow

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I am REALLY digging that tileset. Can't wait to get mitts on it.

#60
Calister68

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Done ! I just finished my last door tile. The dungeon tileset is now made of 42 tiles, including all the tiles of the nwn2 stock tilesets, except the two I already mentionned, the stairs up and down in a room.

I made a 10x10 test area, and noticed no problem. It runs smoothly, no slowdown. To see the engine running like a snail was one of my biggest fear, since my tiles are most of the time heavier than the stock ones (except the crypt tileset). I still have to delete some unnecessary polygons I spotted during my tests, though.

I can now work on implementing the variations I already made on the tiles where it'd be usefull. And of course I'll build new variations, which is my favorite game on this project^_^

Still a lot of work to do, but I think I made the hardest part.

Modifié par Calister68, 22 décembre 2013 - 10:45 .


#61
PJ156

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Very nicely done Calister. The tiles look great.

PJ

#62
rjshae

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Good job. It's kind of hard to see, but it looks suitably gloomy and mysterious.

#63
dickel

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This is amazing! Very nicely done to you sir.

Apologies if this has been asked, but is there an ETA on this?

Modifié par dickel, 26 décembre 2013 - 06:17 .


#64
Calister68

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dickel wrote...

This is amazing! Very nicely done to you sir.

Apologies if this has been asked, but is there an ETA on this?


Thank you !
Sorry, no "ETA" yet, I've still a lot of work to do before thinking about the release. ^_^

#65
Calister68

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The work on the variations is progressing faster than expected, since I discovered the "merge" tool which allows to... merge (amazing !^_^) parts of different tiles. There's still a lot of work to do though, essentially move and rename some geometry parts, and test the tiles to see if nothing is missing, and to be sure the walkmesh baking is ok.

I have now several variations, which give some diversity in my dungeon. Let's take for example the "1_wall" tile, which has now 8 variations (sorry for the quality of the pics, it's been taken in the toolset) :

- base tile (no, the dwarf is not a part of the tile ^_^)
- drain
- large pit
- alcove (with a placeable corpse I made)
- missing slabs (with an other corpse placeable I made from a stock skeleton)
- roots piercing the wall (I used a stock cave roots placeable to build this)
- circular pit
- circular pit with a grate (walkable)

I also plan to make some other placeables to decorate and add some happiness to this gloomy place. Like rusted chains hanging on the walls and from the ceiling, for example:lol:

#66
PJ156

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It's a great looking tileset Calister I like the variations. Especially the missing floor slabs.

I wonder if you might have considered:

A bricked up doorway perhaps with a brick or two missing?
A barred window that you can place back to back with itself so you can see into the room beyond.
A high up recessed window.
A single or series of arched recesses.

I know you have not asked for ideas but all sorts of images come to mind when I look at the prictures you are posting.

PJ

#67
Calister68

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Interesting ideas, especially the arched recesses, although the walls of this dungeon are not really made for arches... but I have an idea that should do it. Thanks !

#68
rjshae

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It's all looking excellent. Nice job!

#69
Kanis-Greataxe

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Great looking tileset so far!

#70
Tchos

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Like the others, I greatly admire this work!

#71
Morbane

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fancy - elabourate - nice - interestintg - well-done - cool - wow - squee! (?)

edit: can i spell ?

:D

Modifié par Morbane, 29 décembre 2013 - 07:25 .


#72
Calister68

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Thank you, your comments are much appreciated.^_^

And here is the work in progress for the 9th variation of the 1_wall tile. A nice little place to have some rest, I think.

The chains, the bones and the dirt on the ground are placeables.

Modifié par Calister68, 30 décembre 2013 - 10:14 .


#73
rjshae

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Nice! I guess the flattened arch doesn't collapse because it's supported by the back wall.

#74
Calister68

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Mmmh... probably. Or maybe some wizard casted an "invisible pillar" spell to support the arch.^_^

#75
Calister68

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Still building some decorative placeables...

Next thing to build : a sign for the entrance of my dungeon, saying : "If you're allergic to dust and cobwebs... you're welcome."^_^