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Lost Jungle Ruins


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19 réponses à ce sujet

#1
rjshae

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With a few damaged tiles and some jungle decoration, it should look pretty  passable...

 

NWN2_SS_030114_123147_zpsdec50f6c.jpg


  • kamal_ et Kanis-Greataxe aiment ceci

#2
Kanis-Greataxe

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Very nice work.  The work you have done on this set makes the set even more usable then it was.



#3
Tchos

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What Kanis said, and with the addition that of all tilesets I've seen, I think this one would be most ideal for a particular location I have plans at some point to open up.



#4
rjshae

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I happily discovered the standard interior door fits the opening pretty nicely, with the help of an insert. :)

 

Here it is fitted with a secret door. (Love that carved stone texture that came with the tiles.) All the normal doors are done so I'll go ahead add some of these door fittings as well.

 

NWN2_SS_030214_110957_zps88fa58e0.jpg


  • Morbane et kamal_ aiment ceci

#5
Kanis-Greataxe

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Very nice looking! :)



#6
Hellfire_RWS

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Very glad this set is getting used



#7
rjshae

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Very glad this set is getting used

 

It's good stuff Hellfire; thanks for making it available for us to tinker with.



#8
rjshae

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My attempt at adding recessed tiles with a water gutter along the sides. They were a little plain so I added some adornments in the form of flame holders and spikey things. (The spikes started out as eagle heads, but I'm not good at figure modeling.) The bump map on the adornments is a bit high, making them less than ideal. But they'll do--builders can always skip them if they don't like the look. Also refined the floor tint texture a bit to give two color channels. (Not the best color choices below, but they show off the tinting a little.)

 

NWN2_SS_030314_125152_zps75337ac6.jpg



#9
Morbane

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cool - i love multi level tile options



#10
rjshae

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Version 1.1 is available for download. If you try it, please let me know if it works okay and if there are some additional variants you think it needs.

 



#11
kamal_

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May I suggest blanking out tl_jr_growth0.dds or removing that part of the tiles that use it? There is no tintmap for the growth though the rest of the tileset takes tints. Also there is a placeable with that texture so it does not need to exist as part of a tileset (forcing it to exist in the tile reduces builder options for the tile, stock caves does that...) since it can be placed. PJ also made the dirt placeable of that texture tintable.

 

I've added this to my tileset testing module. Copying over the relevant 2da lines to mine and adding the new .mdb files and everything worked flawlessly, including tinting and retexturing of the surfaces that are retexturable in the default version of the tileset. I want to get the full retexturable versions running before supporting it (I have an alternate version of the tiles that uses generic textures where the normal tiles use "aztec style" detail textures).


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#12
rjshae

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I tried to make sure that each of the tiles with the growth texture has a variant without it.

 

Would it work for you to insert the textures from PJ's tintable version into your release?


  • kamal_ aime ceci

#13
rjshae

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P.S. I tried doing a door reskin by just copying the Shadow Door 1 models and gr2 files to a new set of names (essentially changing 1 to 4) and modifying the texture files, but it was a complete failure. I'm not sure why, but all the door model does is collapse it to a common origin. There must be something in the gr2 file that knows about the model names, but I can't find it. *sigh* :blink:



#14
kamal_

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I tried to make sure that each of the tiles with the growth texture has a variant without it.

 

Would it work for you to insert the textures from PJ's tintable version into your release?

That's fine then if there's without growth variants. I didn't check the variants closely, just made sure all variants displayed for me.

 

Off to copy the new tiles and work on the full retexture version.

 

HF can probably answer the gr2 question. If I see him on irc I'll point him here if he doesn't check in himself.


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#15
kamal_

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I made a slight change to the texture choice on the default tiles, so the "water channel" around columns takes the wall texture. Since these tiles don't use the wall texture otherwise it gives a bit more flexibility. See if you prefer this: https://dl.dropboxus...le_ruins_rws.7z

 

One good improvement would be better tintmaps for the textures than the single block tint I gave them when I released them. It would be cool if the mossy green could be tinted other colors. Do you know how to do something like that?



#16
kamal_

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Now supported in the tile package on Vault 2.0. Nexus upload to come tomorrow. Two versions, one fully retexturable, and one version that does not retexture the detailed carved pieces.



#17
rjshae

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I made a slight change to the texture choice on the default tiles, so the "water channel" around columns takes the wall texture. Since these tiles don't use the wall texture otherwise it gives a bit more flexibility. See if you prefer this: https://dl.dropboxus...le_ruins_rws.7z

 

I'm not sure what I'm doing wrong, but I just get a bunch of string errors when I try to load your models after merging them into the hak file.

 

Ed.: My bad. Had too much accumulated stuff in my hak/override folders.

 

Yes, that looks good. The vine lines look a little odd, but I like the more irregular nature of the joints.

 

One good improvement would be better tintmaps for the textures than the single block tint I gave them when I released them. It would be cool if the mossy green could be tinted other colors. Do you know how to do something like that?

 

Kind of, using Gimp; it's not perfect, and I'm sure an expert could manage vastly better than I. It involves a combination of the Color balance, color channel selector, and Threshold tools to create a black-white mask of the greenest parts, then the inverter and colorizer to generate a red/green color map. At the end I do a blur to blend it together a little.

 

 

Now supported in the tile package on Vault 2.0. Nexus upload to come tomorrow. Two versions, one fully retexturable, and one version that does not retexture the detailed carved pieces.

 

Great, thanks.



#18
rjshae

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Version 1.3 uploaded. It addresses the problem of closed rooms showing up on the mini-map even before they had been accessed by the player.



#19
kamal_

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Question. I have a fully retexturable version of jungle and codi-sigil in my tileset pack. I've just added your current work that fixes the minimap into the standard texture versions, but I also want to integrate it into my fully retexturable version. How can I do that?



#20
rjshae

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Question. I have a fully retexturable version of jungle and codi-sigil in my tileset pack. I've just added your current work that fixes the minimap into the standard texture versions, but I also want to integrate it into my fully retexturable version. How can I do that?

 

I had used the version you had in your retexturable tiles pack in the earlier releases (v1.2 jungle; v2.1 Sigil), then I made the modifications to that release to fix the hidden room mapping issue. I'm hoping they will just fit right back in to your set. But perhaps I'm misunderstanding?

 

One issue I found was that the doors in the Sigil set still had the old texture names, but those textures had been renamed in your set. I had to set those texture names back because I can't modify the door models.