Barrows
#26
Posté 31 mars 2014 - 11:35
#27
Posté 03 avril 2014 - 01:04
Well it's pretty quiet in here so I thought I'd post a few more shots. Its getting close to the end now; just a few more tiles to go. *phew*
Corner tile with some blocky stairs:

A monolith bearing mysterious markings and standing alone in the middle of the passage. Perhaps it had some ritual significance?

The standard entrance/exit. Hopefully it's not too narrow.

A burrowed passage leading downward... to another dungeon?

Note that these are all tiles--the only placeables are the doors.
#28
Posté 03 avril 2014 - 05:38
PJ
#29
Posté 03 avril 2014 - 02:36
Thank you.
I was thinking last night I might add a set of lower level tiles, so I could reproduce a few of the dungeons in Oblivion--the ones where two sides of a chamber would have a depressed section in the middle. I have a design in mind that should work for the lowered walls, so I'll probably try an experiment or two.
Ed.: ...decided not to pursue the lower level expansion, at least for now.
#30
Posté 05 avril 2014 - 06:09
The tileset is now available:
Please give it a try and let me know if it works for you.
#31
Posté 05 avril 2014 - 06:17
I will download and test as soon as possible, thanks for the new tileset
#32
Posté 05 avril 2014 - 06:17
Two suggestions:
The rune textured surfaces should take wall tint color3, since no other surface does and they are not tintable. Also the low platform space (for sarcophagii?) in some tiles is not tintable and should take wall tint 3.
There are no stairs down tiles...
Issue?
The roof tile has two listed variations, but neither show in toolset for me.
#33
Posté 05 avril 2014 - 06:24
Hi rjshae,
Thanks for uploading ... will check it out. ![]()
Lance.EDIT: I believe I added everything OK, but, unfortunately, they do not appear to "paint" down OK. i.e. I get the tileset in my toolset, but when I paint them into a new area, I get just "black outlines" that cannot be seen to work with at all. ![]()
Any ideas what I may have done wrong ... or what may be missing here?
I restarted a new area and all is now working fine! Yeh!
Couple of minor points:-
floor_1_corner (comes out black) ... Ah, there are 2 versions in my set ... the other one works fine.
stair_up_room and stair_down_room do not exist by the looks of it .... they are in the list but have no versions.
Should these 3 tiles with "0" versions be "removed" from the selections available .. or are they placeholders for possible expansion? (I am guessing that the "broken" version of the floor_1_corner needs to be removed at least.
Just out of curiosity, what is it that roof tiles are meant to do?
QUESTION: Does NWN Mapper (plugin) require an update to work with new tilesets like yours? I say this because I do not see the Barrow (and a few others I have) in the NWN Mapper util.
Cheers,
Lance.
#34
Posté 05 avril 2014 - 06:51
EDIT: I believe I added everything OK, but, unfortunately, they do not appear to "paint" down OK. i.e. I get the tileset in my toolset, but when I paint them into a new area, I get just "black outlines" that cannot be seen to work with at all.
Any ideas what I may have done wrong ... or what may be missing here?
Something like forgetting to include the tile textures (assuming you extracted the hak and put the contents in your override/campaign). No issues for me other that missing roof tiles, so it's something on your end and not the files themselves.
#35
Posté 05 avril 2014 - 07:09
Something like forgetting to include the tile textures (assuming you extracted the hak and put the contents in your override/campaign). No issues for me other that missing roof tiles, so it's something on your end and not the files themselves.
Hi Kamal,
Yes, check out my edit ... After restarting another new area, it all went straight forward. The "older" "new" area I was trying to work with existed before the hak was present, even though I tried working with it after the hak had been added. I guess the "new" area has to be "initiated" after the hak has been added, as it does not work with any new tileset otherwise.
Lance.
#36
Posté 05 avril 2014 - 07:42
QUESTION: Does NWN Mapper (plugin) require an update to work with new tilesets like yours? I say this because I do not see the Barrow (and a few others I have) in the NWN Mapper util.
Yes, the nwn2mappertilesets.dat is the file that controls which tilesets the mapper supports. It can be edited with notepad (notepad++ anyway). The row mentioned in the .dat file is the tilesets.2da row of the tileset.
#37
Posté 05 avril 2014 - 08:10
Two suggestions:
The rune textured surfaces should take wall tint color3, since no other surface does and they are not tintable. Also the low platform space (for sarcophagii?) in some tiles is not tintable and should take wall tint 3.
Okay, I'll add that in.
There are no stairs down tiles...
There should two tiles each for Stair_Down_Hall_End and Stair_Down_Wall. Are they showing zero for you?
Issue?The roof tile has two listed variations, but neither show in toolset for me.
The first is just a copy of the standard Roof tile, which I like to have available in the same list rather than having to keep returning to the Standard Interior tileset. The second should show a doorless room--I'm not sure why itisn't working for you.
floor_1_corner (comes out black) ... Ah, there are 2 versions in my set ... the other one works fine.
stair_up_room and stair_down_room do not exist by the looks of it .... they are in the list but have no versions.
Should these 3 tiles with "0" versions be "removed" from the selections available .. or are they placeholders for possible expansion? (I am guessing that the "broken" version of the floor_1_corner needs to be removed at least.
Well I was actually following kamal_'s Tileset Project approach of including tiles even when they have no entries, so I'll go ahead and remove them from this set.
Thank you for your testing!
#38
Posté 05 avril 2014 - 08:29
All better, when I copied the 2da I somehow missed the last two lines, I have the stairs down now. Also I must not have selected the roof tile and hit the up arrow to get the four walls variation.
I'm still in favor of the including tiles entries with no tiles, so builders know for sure that those tiles do not exist rather than thinking there might be a 2da issue.
#39
Posté 05 avril 2014 - 09:43
Yes, the nwn2mappertilesets.dat is the file that controls which tilesets the mapper supports. It can be edited with notepad (notepad++ anyway). The row mentioned in the .dat file is the tilesets.2da row of the tileset.
Ah, wonderful news! Thanks Kamal. I will edit in som eo fthe other tilesets as well then.
Lance.
EDIT: What are all the numbers that come after the tileset info within the .dat file? Are they important (tileset specific) or can I just copy some of the ones from the others tilesets mentioned?
EDIT 2: Hi Kamal, I just added the following line to my .dat file, and although the tileset is now selectable within the plugin, it does not validate correctly; nor can you import from an area. Any more ideas how to get this to work with tilesets not yet within the plugin?
44,Barrow,201166,BA,255:255:255,128:128:128,128:128:128,128:128:128,128:128:128,128:128:128,128:128:128
#40
Posté 05 avril 2014 - 09:47
Well I was actually following kamal_'s Tileset Project approach of including tiles even when they have no entries, so I'll go ahead and remove them from this set.
Thank you for your testing!
Hi rjshae,
Be sure only to remove one version of the floor_1_corner, as there are 2 versions. One has "0" entries (the broken one I guess) and the other has "6" version (iirc), which works fine. And as Kamal says, having "0" versions of the rooms with stairs is not a problem if I know they are meant to be "empty" ... if you see what I mean?
Really good!
Lance.
#41
Posté 05 avril 2014 - 09:49
Updated to version 1.1 with tintable symbol patterns and platforms. The empty tile entries were left in place.
Note that I decided not to build the stairs-in-room tiles because the blocky stone ramps wouldn't have fit in the reduced room area very nicely. The ramps down are pretty cramped as they are, and I don't think it's a great loss not having those tiles.
Let me know if you think there are some other tile variants needed. Thanks.
- Lance Botelle aime ceci
#42
Posté 05 avril 2014 - 10:01
Ah, wonderful news! Thanks Kamal. I will edit in som eo fthe other tilesets as well then.
Thanks for that information.
Lance.
EDIT: What are all the numbers that come after the tileset info within the .dat file? Are they important (tileset specific) or can I just copy some of the ones from the others tilesets mentioned?
EDIT 2: Hi Kamal, I just added the following line to my .dat file, and although the tileset is now selectable within the plugin, it does not validate correctly; nor can you import from an area. Any more ideas how to get this to work with tilesets not yet within the plugin?
44,Barrow,201166,BA,255:255:255,128:128:128,128:128:128,128:128:128,128:128:128,128:128:128,128:128:128
Things probably need to get compiled or something. Not something I know about.
#43
Posté 05 avril 2014 - 10:12
Things probably need to get compiled or something. Not something I know about.
Oh .. That's a shame.
Thanks for suggesting the idea though ... I may try contacting the original plugin person ... or find somebody who knows about coding plugins.
Lance.
#44
Posté 15 avril 2014 - 12:18
Now supported by my tile pack.
- rjshae aime ceci





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