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Dark Ruins tileset


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8 réponses à ce sujet

#1
rjshae

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I've been spending a little time with this tileset and I'm making some progress on resolving a few issues. However, there's an issue with the door that I don't think I can overcome.

 

In most tiles, the door hook-point is located exactly on the edge of the tile. This allows you to access the door from either side. However, the door hook-points in the RWS Dark Ruins tileset are set a small distance inside the tile border. This seems to means that the player can only access the door if they are on the right side of the opening.

 

In the pic below, I've set the right door to this tile's hook point, which allows me to highlight it. However, the left door is set to the next tile's hook point, and it will not highlight with a mouse-over.

 

To fix this, I think the door would need to be remade and re-animated to that it can use a border-aligned hook point. The tiles would then all need to be modified accordingly. I could move the hook point to the border, but that would leave a visible gap and the door ends up rolling into part of the wall.

 

round_door_zpsdf3203e2.jpg

 

What do you think?



#2
rjshae

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I think what I'll do for now is create a bunch of door opening variants for the standard door, then note the above as a known issue. The builder will have to plan out their dungeon accordingly.

 

Ed.: Good enough, I think.

 

square_door_zpsb5720e02.png


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#3
PJ156

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I think that would be sufficient provided there was a little explanation added.

The round door looks very hobbit like.

PJ

#4
Dann-J

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Maztican hobbits!

 

http://forgottenreal...i/Wild_halfling



#5
rjshae

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I've got most of the problem fixes in now and they seem to be working. There just remains the above door variants plus about a half dozen missing tiles to add.

 

It was interesting that the function of the alpha channel map on the tile textures seemed to change once they were converted to tile menu picks. I was able to see through parts of the walls, plus the floors were showing black areas through the gaps. To fix this, I had to modify the texture files by overlaying them on a background texture. (I used the cave wall texture to fill the holes.)



#6
rjshae

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I've posted the updated set here:

It includes a lot of revisions, fixes and additions; I've tried to test everything but its possible an issue slipped through. If you have an interest, please give it a try then let me know if you spot any concerns and I'll try to address them.

 

Whew!


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#7
PJ156

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Very cool, I love the dragon arch.

Thank you for your time

PJ

#8
Morbane

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Very cool, I love the dragon arch.

Thank you for your time

PJ

 

Yes, very cool indeed :D

 

Dark Ruins has always been a favourite of mine - now even more so!

 

Can't wait to see the repairs in my module :)



#9
kamal_

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1.2 now supported in my tile package.


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