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Enter the dungeon


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210 réponses à ce sujet

#101
IAmDeathComeForThee

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Really awesome stuff!  Thanks for sharing your workflow on the face. :)

#102
Alupinu

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Eguintir Eligard wrote...

Since this tileset is all the same texture, would you make it tintable so we can change the colours?

Thank you for your work.


I like to second that.

#103
Morbane

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kamal_ wrote...

Eguintir Eligard wrote...

I can't tint the stock caves

Click "Tile Project" in my sig. Enjoy being able to tint and retexture every tileset ever released.


yaa baby, yaa 

^_^

#104
Calister68

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Thank you all for your comments !

Concerning the tinting, I can't promise it'll be done, simply because I use a lot of different textures in my tiles. I'll see if this is possible,  but it'll probably be the last thing I'll make before the release.

Oh, and I just finished the circular pool, and an other stone face : a satyr (or a demon ? something nasty and malicious, anyway^_^).

#105
Eguintir Eligard

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If it comes down to ability, there are people here who make tint maps quite easily.

#106
Calister68

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More a question of time, I'd say.^_^

I'll see if I can do something about that before the release.

#107
kamal_

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Calister68 wrote...

More a question of time, I'd say.^_^

I'll see if I can do something about that before the release.

Nice! Mine are just one channel for the surface. It's more about having the model pieces set up with a tintmap, even if it's a generic single channel like mine. Fancy tintmaps can always be substituted in after the fact.

#108
Calister68

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A question for the gmax users : is there a way to rename instantly a group of parts with the same prefix (something like "PLC_DU_") followed by a different number for each part ("PLC_DU_01, PLC_DU_02...) ? I already tried different scripts, but nothing is working...

#109
XbiT

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Been following the progress of this set and I'm excited to see the progress and can't wait to build with it. I was wondering if you had plans for some tiles with rather tall ceilings or some large area meta tiles to hold the larger dungeon foes?

#110
Calister68

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Thank you ! No, I don't have plans to build tiles with high ceilings, but I'll certainly make some metatiles where larger creatures can be placed.

#111
Alupinu

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Alupinu wrote...

Wow! This is shaping up to be really cool tile set. Love all the extra's your adding. Couple of questions if you please. The Drain variation tile, can you make one without the bars so we can use it as a secret tunnel of passage? And have the bars as a placeable ...maybe? Just a thought.

BTW, Love the face - very cool! Image IPB

I guess I'll take that as a no. Image IPB

#112
Calister68

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Oops, sorry:p
I think I'll build a tile with a kind of secret passage - I don't know what it'll look like for the moment. The drain seems too narrow to me.

#113
Alupinu

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I was thinking like a crawl space to teleport to another room but I'm sure I could make it work with or with out the bars. Like I said, just a thought.

As for a secret door, could you make a secret doorway placeable with matching secret door? Something that the modder could script to appear on a search variable and be placed almost anywhere.

Modifié par Alupinu, 06 janvier 2014 - 08:45 .


#114
rjshae

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Maybe a collapsed corridor with a narrow opening along one side that could be wriggled through via a conversation?

#115
Calister68

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For the moment, I'm struggling against a problem I noticed on my circular pool placeable : if you paint water in it,  the stone edge located under the water surface doesn't appear : it's simply invisible ! I tried to change the geometry, but it's still not working... has anyone already seen this problem ?

#116
rjshae

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I thought it did that with all placeables?

#117
Alupinu

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Is the problem only the round pool? Well, I noticed that happening with water a long time ago with my old computer and it's crappy graphic card. My new computer with new greatly improved graphic cards, I was able to crank the setting up to max and the problem disappeared. Try cranking up your game graphic setting's.

#118
rjshae

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Good point. I'll have to try that.

#119
Calister68

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Ok, problem solved. There was an alpha layer in the texture that masked a part of it.

I'm so stupid, really sorry:lol:

#120
Alupinu

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Calister68 wrote...

Ok, problem solved. There was an alpha layer in the texture that masked a part of it.

I'm so stupid, really sorry:lol:

Well that's a little harsh, I would have never guessed that.

#121
rjshae

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Not sure I even understand how the alpha layer would interact with the water that way.

#122
Calister68

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Yes, it's really strange, since I didn't set the placeable properties to use this alpha layer. I suppose the water surface made it appear, but I've no idea how this works...

#123
Tchos

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Did you mean in game, or in the toolset? I've never been able to see placeables under the water in the toolset, but in game, they appear fine.

#124
Calister68

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Both. And for me, the placeables are appearing correctly in the toolset under the water.

#125
PJ156

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IIRC, for out side areas turning the sky off changes how the water is rendered in the toolset. You can see what you are doing then. On interior areas I am not sure if that also works I have not tried.

PJ