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RWS Codi Sigil


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#1
rjshae

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After perusing the tiles.2da file in Kamal_'s tileset project, I decided to start a little project to expand upon the tiles in the RWS-Codi Sigil tileset by adding in the missing entries. This mostly involves combining elements of existing tiles to build the new tiles, which usually requires judicious trimming, merging and occasionally some remapping the texture. However, once I got going I couldn't resist adding in new variants. One thought I had was to add a couple of tiles with standard door openings so that it would work with the other tile sets: I added one in a side wall and a corridor end.

Here's some eye candy showing the standard door opening at the end of the Sigil tileset corridor:
Posted Image

Next, this pic shows three variants: a vertical vent to a floor below with a rusty grating, a circular depression, and, in the upper left, a pedestal set into the wall.
Posted Image

It's a good looking tileset and interesting to work with. But there are just nine more tiles to go before the set is finished. Are there any other tileset variants that you would like to see?

Modifié par rjshae, 19 février 2014 - 10:53 .

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#2
Loki_999

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Very nice!

#3
Morbane

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/*jealous*

#4
Morbane

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... a 1x1 room with no doorway -

i know but, ya. i am a cruel DM >:)

#5
rjshae

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Morbane wrote...

... a 1x1 room with no doorway -

i know but, ya. i am a cruel DM >:)


Okay, I can do that with a roof tile.

Modifié par rjshae, 19 février 2014 - 04:34 .


#6
kamal_

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Nice. Filling in any missing tiles in a tileset adds greatly to their usability.

#7
rjshae

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I think I'm going to skip the up/down stairs in a single tile room, since you can get nearly the same result with the stairs at the end of the corridor. Hope that's okay.

Ed.: Hmm, now I'm thinking I could use the corner piece with the up/down spiral stairs as a room variant; that would supply a similar functionality without taking up a tile slot.

Modifié par rjshae, 19 février 2014 - 10:51 .


#8
rjshae

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Here's your room with no exit. Poor dwarf...

Posted Image

Technically there is a vent in the ceiling, so the owner can feed his new pet through the grating. Mwahahahaha... :devil:

The next one is an experimental 'roof' tile; actually a tile-sized opening in the floor showing a room below. It's mainly decorative--to provide some vertical dimensionality to the scene. Not sure how useful it will be, but I wanted to give it a go. I guess it could be turned into a pool...

Posted Image

Modifié par rjshae, 21 février 2014 - 03:51 .


#9
Tchos

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I definitely appreciate holes like both of those. The first one with the grating is nice, for instance, because I can put a light down there for a nice effect, and the second is good for creating multi-level structures that at least can look like they're showing a lower level. Even if they can't walk down there in the same area, I can show it down there as a preview, and then take them to an area that looks like the lower area.

#10
Morbane

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rjshae wrote...

Here's your room with no exit. Poor dwarf...

Posted Image

Technically there is a vent in the ceiling, so the owner can feed his new pet through the grating. Mwahahahaha... :devil:

The next one is an experimental 'roof' tile; actually a tile-sized opening in the floor showing a room below. It's mainly decorative--to provide some vertical dimensionality to the scene. Not sure how useful it will be, but I wanted to give it a go. I guess it could be turned into a pool...

[smilie]http://i1280.photobucket.com/albums/a493/rjh405/NWN2_SS_022014_181555_zpsc906e305.jpg[/smilie]


or the ceiling of the 1x1 room :o

Modifié par Morbane, 21 février 2014 - 08:59 .


#11
Nagual123

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I mapped a long time ago with this set for a french PW. and i remember having seen some missing polygone,or they were may be not unwraped correctly.
I have not made the mod hackpack so i did not check on the orginal one.If i ever find those file i will check where if you ever have the time to take a look.
This set is very great thanks to upgrade it.

#12
rjshae

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Nagual123 wrote...

I mapped a long time ago with this set for a french PW. and i remember having seen some missing polygone,or they were may be not unwraped correctly.
I have not made the mod hackpack so i did not check on the orginal one.If i ever find those file i will check where if you ever have the time to take a look.
This set is very great thanks to upgrade it.


Thanks. I've seen a few trivial issues such as the black-hued cover cap mesh not always lining up properly along the tile edges, but for the most part it seems nicely done. From the perspective of the modelling software, the messiest element is the roof pieces, which are sometimes just two halves overlapping each other. I haven't tried to address those since they look good from within the game.

Modifié par rjshae, 21 février 2014 - 11:13 .


#13
Nagual123

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I will try to take a look.(got a small ssd and it s a hard to keep things in "my documents" with all the different hack for modding,so i got piece all over different hard disk.)
Btw looking at the screen remind me those small rock on the ground were not really usefull and were a pain when you needed to ad some placable always spamming where you do not want them.
I understand they wanted to brake the ground regularity but they would have been better suited as placable than on the ground mesh.

Modifié par Nagual123, 22 février 2014 - 01:23 .


#14
rjshae

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Okay, I'll try to add in variants that don't have the rocks.

#15
rjshae

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The tileset has a nice corner piece (shown below) with up and down spiral staircases. The problem is that absolutely none of the existing doors will fit the two openings. Likewise, a door placed on the steps will open into the wall or ceiling. Any thoughts on what to do about this? I may have to just leave it be and let builders use triggers.

Posted Image

Modifié par rjshae, 22 février 2014 - 11:08 .


#16
kamal_

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Leave it be and use triggers. It's not designed for any doors.

#17
PJ156

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I concur with Kamal_, door not needed. In fact they would spoil it.

I believe a room with no doors and a vent in the ceiling would be an obliette (sp?) I think that means forgotten place in French. In any case the dwarf is about to go on a crash diet.

This is a great tile set, your work will improve it greatly. thanks and well done.

PJ

Modifié par PJ156, 22 février 2014 - 11:49 .


#18
rjshae

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Okay, fair enough. Thanks.

#19
rjshae

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Version 2 is posted:

 

Please give it a try and let me know if there are any issues. :)



#20
rjshae

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This has been updated to version 2.2. I addressed a problem of closed rooms showing up on the mini-map even before they had been accessed by the player. In addition the door textures were restored to their correct names.


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#21
Carcerian

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[Edit: removed]



#22
4760

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... a 1x1 room with no doorway -

i know but, ya. i am a cruel DM > :)

:lol:

Problem for those who (like me) have an ATI graphics card: the 1x1 areas crash the game! (easy to fix though: create a 2x2 area and just put the 1x1 room in it).



#23
rjshae

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:lol:

Problem for those who (like me) have an ATI graphics card: the 1x1 areas crash the game! (easy to fix though: create a 2x2 area and just put the 1x1 room in it).

 

Ah, interesting. I guess I'd never even thought about creating a separate 1x1 area; normally I'd isolate it in the same area as the larger map and just move the characters to the room.



#24
kamal_

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Ah, interesting. I guess I'd never even thought about creating a separate 1x1 area; normally I'd isolate it in the same area as the larger map and just move the characters to the room.

It's a long standing bug. Also affects 1x2 iirc.



#25
Nagual

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Hey,

 

Can someone check the placeable,i have missing texture on those.(arch full missing texture,and wall sconce/hanging candle on some part of it.)

 

Thanks for the work.(and the variant without stone on ground!)

 

PS 1,i think you changed texture name arch becomed codi arch,the mater is those object use 2 texture at least so i can t change them with mdb cloner with new name,will try to find the right one and make the change in 3ds)

 

PS 2 Ok i fixed it.