Aller au contenu

Photo

Kamal's Tile Project released


  • Veuillez vous connecter pour répondre
61 réponses à ce sujet

#26
Morbane

Morbane
  • Members
  • 1 883 messages

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.

Request: Finishing/Fixing Dark Ruins

 

Love that set, but its messed up/incomplete 

 

But the workarounds have been interesting to say the least  ;)



#27
rjshae

rjshae
  • Members
  • 4 478 messages

Request: Finishing/Fixing Dark Ruins

 

Love that set, but its messed up/incomplete 

 

But the workarounds have been interesting to say the least  ;)

 

Okay, I can give that a shot once my backlog of stuff to do is cleared up. :)


  • Morbane aime ceci

#28
rjshae

rjshae
  • Members
  • 4 478 messages

I've finished up the base tiles for RWS's very nice Jungle Ruins tileset. One issue I had is the door openings, which don't really fit any of the normal door types. The closest fit is the Sunken Ruins Door set, but it leaves a gap at the top. Below I've worked in a stone cap which closes that gap. Is the look passable or should I do something else?

 

door_arch_zps0388cae7.png

 

Probably a re-skinned door will be needed.



#29
Morbane

Morbane
  • Members
  • 1 883 messages

i nice mossy texture on the door shown would work in my book - maybe a step up would be to match the diagonals somehow.


  • rjshae aime ceci

#30
kamal_

kamal_
  • Members
  • 5 238 messages

That stone cap looks fine.


  • rjshae aime ceci

#31
rjshae

rjshae
  • Members
  • 4 478 messages

Unfortunately the closed door is not blocking the mapping of what lies beyond, and I'm not quite sure why. It's a pretty snug fit.



#32
Happycrow

Happycrow
  • Members
  • 612 messages

Man.  I'm in hardcore 2da mode or I'd be building like a MANIAC with all the stuff you guys are cranking out.

Agreed, the stone caps look good.



#33
kamal_

kamal_
  • Members
  • 5 238 messages

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.



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.)

I'm starting on adding this, it's not so straightforward as other tilesets because CODI used really generic texture names like "floor", so I have to go through and set textures to the more specific names I used for my pack to make sure there were no texture name conflicts.



#34
rjshae

rjshae
  • Members
  • 4 478 messages

With masonry walls and a plain stone ceiling it would probably make a serviceable catacombs.



#35
rjshae

rjshae
  • Members
  • 4 478 messages

There might be a bit of a problem. I downloaded your latest set and started testing the rws_codi_sigil tiles (to look for the projected texture issue). Unfortunately, it turned out that a few of the tiles have their walk mesh messed up. (Both DDCC tiles, for example.) I'm not sure how that happened since the original tiles look fine. I can fix these issues while addressing the update I'm working on, but it may be possible the issue exists with other tile sets.



#36
rjshae

rjshae
  • Members
  • 4 478 messages

If I did it correctly, this folder should have the CODI-RWS-Sigil tiles with the Projection Texture fixed. I also fixed the problem with the grill tile and the wonky walkmeshes.

 

codi_sigil_tiles.zip

 

The download sites have been updated with the modified tileset, now at version 2.1.

 

 

 

Ed.: Here are the updated Jungle Ruins tiles. I only had to change 14 models in this set.

 

jungle_ruins_tiles.zip

 

I found a couple of wonky walk meshes there as well. Now I'm wondering whether it's an interaction between the way the Blender export saves the walk mesh and your editing tool. Not sure how to fix that... oh well.


  • kamal_ aime ceci

#37
kamal_

kamal_
  • Members
  • 5 238 messages

Download on Vault 2.0 and Nexus now includes rjshae's latest additions/fixes for CODI-Sigil and RWS Jungle Ruins.


  • PJ156 et rjshae aiment ceci

#38
rjshae

rjshae
  • Members
  • 4 478 messages

A thought occurred to me: a tileset construction kit (TCK).

 

Basically this would be a set of minimalist tiles with some sort of textured roof and floor, plus plain, flat, grey walls. What you have instead of textured walls are sets of wall placeables that you can attach to carefully placed hook points along the grey walls.

 

For each set of placeable walls, you'd need:

  • corner column
  • normal wall
  • wall with a door opening in the center
  • wall with stairs up
  • wall with stairs down

So, a minimum of five placeables per set.

 

It would just be necessary to make sure that each set used walls that are consistently the same height and that one end of each wall is slightly higher than the other (so you don't get that shimmering effect when two textures line up). If they were built and styled correctly, you can then slot the pieces together like lego bricks. The main drawback is that the wall textures couldn't be changed from the toolset--you'd need one set per texture.


  • PJ156 et 4760 aiment ceci

#39
PJ156

PJ156
  • Members
  • 2 980 messages

Download on Vault 2.0 and Nexus now includes rjshae's latest additions/fixes for CODI-Sigil and RWS Jungle Ruins.

 

Good news Kamal_ I am going to grab that.

 

Thanks for the updates.

 

PJ



#40
PJ156

PJ156
  • Members
  • 2 980 messages

 

 

It would just be necessary to make sure that each set used walls that are consistently the same height and that one end of each wall is slightly higher than the other (so you don't get that shimmering effect when two textures line up). If they were built and styled correctly, you can then slot the pieces together like lego bricks. The main drawback is that the wall textures couldn't be changed from the toolset--you'd need one set per texture.

 

I had thought something similar, this could be very flexible. I am not sure you need a door though? You could use door placeables in the same way as the wall pillars are used. I am thinking the issue with line of sight would mean that having the hole and a door would not block los as currently. If you have a door which you clicked and jumped rather than the open animation you could have the door anywhere on the wall you liked?

 

When are you starting :)

 

PJ



#41
rjshae

rjshae
  • Members
  • 4 478 messages

Good point. You could actually put the door hook point on the wall placeables, just like you do with exterior buildings.



#42
kamal_

kamal_
  • Members
  • 5 238 messages

Nexus link

Vault 2.0.

 

April 14, 2014: added support for rjshae's Barrows (link), rjshae's 1.2 version of Dark Ruins (link) and rjshae's improvements to RWS Grand Citadel (some new tiles, other fixes).


  • rjshae et Rolo Kipp aiment ceci

#43
kamal_

kamal_
  • Members
  • 5 238 messages

v 1.4 of grand citadel http://neverwinterva...s-grand-citadel

 

Now supported in my tileset package. Vault 2.0 http://neverwinterva...tileset-project

Nexus http://www.nexusmods...ter2/mods/860/?


  • rjshae et Rolo Kipp aiment ceci

#44
PJ156

PJ156
  • Members
  • 2 980 messages
Brilliant, downloading now.

Thanks for the continued support Kamal_

PJ

#45
kamal_

kamal_
  • Members
  • 5 238 messages

May 04, 2014: Added support for rjshae's 1.2 version of Adobe tileset (http://neverwinterva...nterior-tileset) and rjshae's walkmesh fixes for RWS Mines, Invisible Tile, Standard Mines, Standard Caves, Crypt Pit (http://forum.bioware.com/topic/504546-weird-baking/). The Max script had apparently messed up the walkmesh for some tiles in these sets.


  • rjshae, Rolo Kipp et andysks aiment ceci

#46
Happycrow

Happycrow
  • Members
  • 612 messages

"TCK" could also be a godsend if the hook points were set variably so you could have half and three-quarter-sized rooms.

SERIOUS shortage of closets in this game...

 

Kamal, that's awesome.  :)



#47
rjshae

rjshae
  • Members
  • 4 478 messages

"TCK" could also be a godsend if the hook points were set variably so you could have half and three-quarter-sized rooms.

SERIOUS shortage of closets in this game...

 

Kamal, that's awesome.   :)

 

Standard-sized black texture blocks can then be used to fill in the gaps by snapping them to the corners. It's definitely do-able, but it might be a nuisance trying to get the parts linked to the right hook points. Plus you'd need half and quarter-sized walls to fill in the blank spots.

 

Closet rooms... that's a good idea for extending the Standard Interior tileset.



#48
kamal_

kamal_
  • Members
  • 5 238 messages

June 1, 2014 : Added support for rjshae's 1.1 version of the Drow Underfell tileset (http://neverwinterva...derfell-tileset). Send all your heroes to be made slaves to Lolth worshippers thanks to rjshae! Fixed issues with some RWS Citadel tiles not properly tinting/retexturing.


  • rjshae, Rolo Kipp et 4760 aiment ceci

#49
kamal_

kamal_
  • Members
  • 5 238 messages

June 25 2014: Added support for rjshae's Tunnels tileset. This tileset can not be retextured.


  • rjshae et Rolo Kipp aiment ceci

#50
kamal_

kamal_
  • Members
  • 5 238 messages

Added support for rjshae's Drow tile v1.3 (not backwards compatible), and Calister68's Dungeon.


  • rjshae et Rolo Kipp aiment ceci