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Kamal's Tile Project released


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#1
kamal_

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Pre-release thread here.

The purpose of this project is to add tint support and retexturing support to all NWN2 tilesets. Additionally, this project adds the ability to use all exterior textures on interiors. Due to the wide variety of tiles and textures, not all combinations will look good on all tilesets, you will need to experiment.

Includes the unreleased Jungle Ruins set by RWS. This set is not complete.

Notes: Several tilesets were released without all the standard tiles. These tilesets have a zero in the tiles.2da for the missing tiles, to indicate this tile is a standard tileset tile that does not exist. There is some intentional duplication of textures, as several tilesets use the same textures. The duplicates exist in folders for each tileset that uses them, so if you elect to not use a tileset and delete it's texture folder, other tilesets that use that texture will not be affected.

The Huge Caves tileset is supported for retexturing, but not tintable because of the tile geometry.

Download from any of the below:
Neverwintervault.org link.
Vault download link
Nexus link.

Modifié par kamal_, 18 décembre 2013 - 02:24 .


#2
rjshae

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Excellent!

#3
PJ156

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Good show, I will go and et that now :)

Well done on what must have been a lot of hard work.

PJ

#4
andysks

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Awesome. I would vote it a 10 even if it was just a compilation of all tilesets, so together with the texturing availability this is a must.

#5
Morbane

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way cool!

hak'in it for my current project

#6
Kanis-Greataxe

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Great work will be downloading it asap

#7
Calister68

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Good work, I'm curious to see some tilesets I even didn't know it existed :P

#8
XbiT

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Amazing work! I was wondering if that now there is a large re-release of the tilesets if there was some thought as to standard hak packs like mentioned by Marshall awhile back http://social.biowar.../index/15972720

#9
MERP UK

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Great work! Had a play with this package and it offers countless new opportunities - thanks for putting it together.

I have an issue though, which someone may have an answer to - I am getting some strange walkmesh issues, particularly with RWS areas. When baking certain tiles (with no placeables added to them) the mesh is unwalkable (lots of zig-zag white lines). I'm guessing I have made an oversight somewhere - any suggestions?

#10
rjshae

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For me those white lines happen when a placeable's walk mesh has faces that overlap vertically. Not sure what you can do about it--the tile itself may need to be fixed.

#11
kamal_

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Not sure, I didn't change any tile geometry. Can you identify a specific tile so I can look?

#12
MERP UK

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Try RWS Dungeon "2 Walls 1 Corner" (should be a curved, narrow corridor tile). Baking this tile results in a zig-zag mesh cut from wall to wall and at various heights. Truly bizarre!

#13
kamal_

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Support added for rjshae's diagonal metatiles. forum thread link. Nexus and Vault 2.0 have the upload, the Vault will be updated when the files get attached to the page due to file size.

Modifié par kamal_, 06 février 2014 - 10:58 .


#14
rjshae

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Thanks.

#15
rjshae

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Hi,

If you have an interest, I created a set of three 'DDWC' (Corner, single door, column) tile variants for the 'RWS Grand Citadel Revisited' hakpack. (Currently that is the only enabled row with zero variants.)

rws_grand_citadel_extra.zip

Wasn't sure what to do with those, but there they are. Here's a shot of a test bake; the new tiles are in the three far corners:

Posted Image

Also had a bit of a crazy notion. The NWN Dwarven Halls hakpack has a set of tiles for a similar theme, although they have a different look. Anyway, some of the tiles in that set include an underground precipice. Here's an example taken from Blender:

Posted Image

I was thinking those cliff tiles might make an interesting enhancement to the RWS Grand Citadel Revisited tile set. It could take a fair bit of work to implement though.

Anyway, I'll have a look for another 0 variant tile to build.

Modifié par rjshae, 16 février 2014 - 03:23 .


#16
rjshae

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BTW, I always get an error when I try to open this project's 2da files in TlkEdit.

#17
kamal_

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ok, I've added your extra tiles and it's currently uploading to Nexus (then Vault 2.0, then Vault 1.0).

I've only ever used the toolset's built in 2da editor for these 2das. I checked with tlkedit and get an error as well (missing column in row 0). Not sure what's causing that, the toolset 2da editor doesn't give an error.

#18
Nagual123

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Great work i need to check.
NWN2 need a texture size up and this will really help for the interiors.

#19
rjshae

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While experimenting with the RWS Jungle Ruins tile set I found that some of the tiles didn't bake well. This morning I redid all of the walkmeshes so that it will work together and bake without issues. (See the screen shot below.)
There were three mislabelled tiles, so I changed them:
  • SPR3 changed to SPU3 (Hall End 3 Door)
  • STD1 changed to STD2 (Stair Down Hall End)
  • STU1 changed to STU2 (Stair Up Hall End)
Door hook points have been added to the door opening tiles where they were missing. I also added in the second hallway, even though it doesn't mesh with the styles of the others very well. The tiles.2da file was changed accordingly.

I'm not sure what the permissions on this tile set are, so I didn't try adding anything. The lack of certain tiles makes some confgurations impossible, but there's at least enough good material to make a decent entrance level or some such.

Posted Image

Modifié par rjshae, 23 février 2014 - 06:51 .


#20
kamal_

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rjshae wrote...

While experimenting with the RWS Jungle Ruins tile set I found that some of the tiles didn't bake well. This morning I redid all of the walkmeshes so that it will work together and bake without issues. (See the screen shot below.)

I'm not sure what the permissions on this tile set are, so I didn't try adding anything.

Permissions were do whatever you want with standard RWS crediting, per Hellfire.

#21
rjshae

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kamal_ wrote...

rjshae wrote...

While experimenting with the RWS Jungle Ruins tile set I found that some of the tiles didn't bake well. This morning I redid all of the walkmeshes so that it will work together and bake without issues. (See the screen shot below.)

I'm not sure what the permissions on this tile set are, so I didn't try adding anything.

Permissions were do whatever you want with standard RWS crediting, per Hellfire.

Cool, okay thanks. :)

The update to the RWS-CODI Sigil tileset is ready if you want to add those. I worked from the base tileset.

MERP UK wrote...

Try RWS Dungeon "2 Walls 1 Corner"
(should be a curved, narrow corridor tile). Baking this tile results in a
zig-zag mesh cut from wall to wall and at various heights. Truly
bizarre!


This tile seems to work fine when I tried it. The only one that didn't bake properly was the first variant of Floor_1_Corner. Unfortunately, trying to import this tile model into Blender hangs the tool, so I can't fix it. (Same thing happened with an import of the open tile--Blender just doesn't like this tile set for some reason.)

Modifié par rjshae, 23 février 2014 - 08:53 .


#22
rjshae

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Cool, okay thanks. :)

 

Well I took the ball and ran with it: I was able to build a full tile set from the existing group, with just two stairs left to finish this weekend. If nobody minds, I'd also be interested in adding a set of lower level tiles to complement this set.

 

NWN2_SS_022714_213732_zpsbe7ecd28.jpg

 

jungle_mesh_zps51968a3d.png


  • Morbane aime ceci

#23
Tchos

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Looking good, looking good.  Jungles have the best ruins!



#24
rjshae

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Yes it is a nice-looking tile. The one issue is the giant triangular door openings, which don't fit any of the base door types. I might have to insert a fitting inside the openings to shrunk them down a little.

 

I have this suspiscion that this tile set was intended to complement and front-end the RWS Dark Ruins set.



#25
kamal_

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Wow! That tileset was very spartan before, there were tons of missing standard tiles and you really had to work around what was available to make an area.