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Enter the dungeon


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210 réponses à ce sujet

#176
rjshae

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Nice. Thank you for the comparison shot.

 

I have a curiosity question for you, if you don't mind. Suppose I used your tileset to built a dungeon level that had been partly flooded for many years, leaving a waterline part way up the sides. Would I be able to apply a somewhat different stone texture giving a consistent waterline across your tiles?



#177
Calister68

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Yes, I suppose it would be possible to adapt a different texture, at least for the base wall, the bricked part, which is a simple plane. But you'll certainly have a hard time trying to adapt your texture for some variations, like this one or, even worse, this one. And if you change the texture of the walls to display a waterline, you'll have to change the textures of the pillars in the same time... which is much more complicate !


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#178
4760

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Nice pictures!



#179
PJ156

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Yes, there's no problem to walk around this pit.

I made an other kind of pit, specific to the hallway tile, which is designed to block the passage.

 

That is begging for a single or two plank bridge ... Nice feature.

 

Perhaps RJS's question could be solved with a vfx?

 

PJ



#180
rjshae

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Yes, I suppose it would be possible to adapt a different texture, at least for the base wall, the bricked part, which is a simple plane. But you'll certainly have a hard time trying to adapt your texture for some variations, like this one or, even worse, this one. And if you change the texture of the walls to display a waterline, you'll have to change the textures of the pillars in the same time... which is much more complicate !

 

Okay, it sounds like you are using multiple textures for the wall.



#181
Calister68

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Well, the development of this tileset is slowly heading to the end. These last days were spent to build a few variations of the existing tiles, and you can see on this picture the available tiles and their different variations.

 

I could spend more time to build new variations, but this could be a neverending work : maybe they'll need a pit with this one door tile ? And what if someone wants an alcove with this specific tile ?... the tiles available are more than enough to build an entire dungeon, and I think all the essential variations are already made.

 

I'll now spend some time to build test dungeons and see if everything goes right. After that... time to release !


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#182
Eguintir Eligard

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Yes many of the future variations can be done with placeables anyway. Will the dungeon be tint able however?

#183
Calister68

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Will the dungeon be tint able however?

 

No, sorry, as I already said, I use a lot of different textures in this tileset, and it would be too much work to make tintables tiles...



#184
kamal_

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Tintable-ness isnt a matter of how many textures you use, just a matter of having a tint channel for the model parts that have a texture. I added tint support to a bunch of RWS tilesets by giving them generic pure color tintmaps.

#185
Calister68

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Ok, I think I've waited enough.

I'm glad to announce that the Dungeon tileset is now officially released ^_^ !

 

Please try it and let me know if you find a bug. Thanks all !


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#186
kamal_

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Bug: The tileset is not compatible with rjshae's Drow Underfell tileset, because they both use the DU tileset prefix in the models and 2das.



#187
rjshae

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It works fine for me; a little sluggish to load the toolset, but it all works. Excellent job! A superb addition. :)



#188
rjshae

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Bug: The tileset is not compatible with rjshae's Drow Underfell tileset, because they both use the DU tileset prefix in the models and 2das.

 

Well shoot, that is a problem because the conflict goes down to the model parts naming conventions. :( Maybe we should start using longer tileset codes to avoid potential conflicts?

 

I'll suggest the following: I'm completely re-working the UV maps on the Drow Underfell tileset so that it will work with the Elven Interior textures. What I can do is modify the code on that release, using a code of DROW, and leave the old set in place. My notes can explain the reason for the change. (I only hope I don't run into another texturing problem like I did with the lava tunnels.)

 

Ed.: Ah, this could take a while.



#189
Calister68

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kamal : well, that's really unfortunate, because fixing this by changing the names of all the models parts would require weeks of work... let's hope nobody will feel the need to use both tilesets in the same module :(

 

rj : thank you ! yes, the toolset can be a little long to load the tiles, specially the two metatiles...



#190
kamal_

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It did answer one question, when two tilesets have the same prefix in the tilesets.2das, the first one is the one that will be available.



#191
Psionic-Entity

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Fantastic work, this one definitely pushes ahead of the dungeon tilesets that came with the game.

 

I noticed that your tiles.2da is offset by one while I was splicing. Not a big deal but I guess it could prevent people from sharing areas using these tiles.



#192
Calister68

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I noticed that your tiles.2da is offset by one while I was splicing. Not a big deal but I guess it could prevent people from sharing areas using these tiles.

 

Thank you !

 

Mmmh.... I'm not sure to understand this one. Are you talking about the rows numbers in the tiles.2da file ?



#193
Psionic-Entity

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Yeah I hit ctrl-1 in TLKedit and it showed the numbers offset by one from the numbers you gave them.



#194
Calister68

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Hello,

 

Just a small picture of the new project I'm working on. ^_^

 

I'll make a post soon.


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#195
4760

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Yeah I hit ctrl-1 in TLKedit and it showed the numbers offset by one from the numbers you gave them.

I think it's because line 966 is duplicated. In addition, the list also appears starting line 1550 (or 1551 if you remember that 966 is doubled).


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#196
Calister68

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I think it's because line 966 is duplicated. In addition, the list also appears starting line 1550 (or 1551 if you remember that 966 is doubled).

 

Thank you, 4760, I'll fix this at once !



#197
rjshae

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It looks like there is a reserved range of 4801-5300 for Callisters tiles. I'm guessing that Kamal_ did that?



#198
kamal_

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When a new tileset comes out, I make sure it doesnt conflict with existing ones. I will try making reservations if the author didnt, to help with future compatibility.
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#199
PJ156

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Hello,

 

Just a small picture of the new project I'm working on. ^_^

 

I'll make a post soon.

 

You spoil us :)

 

That looks to me like a desert tomb. Where's the dwarf though?

 

PJ



#200
Calister68

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You spoil us :)

 

That looks to me like a desert tomb. Where's the dwarf though?

 

PJ

Yes, one can say it's a kind of desert tomb. I'll build one or two more tiles, and make a post about this tileset.

The dwarf is on the picture, if you pay attention to details :lol:


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