Ched Nasad, anyone? Looks great!
Drow tileset?
#26
Posté 06 mai 2014 - 02:46
#27
Posté 06 mai 2014 - 02:48
Looking good,
#28
Posté 06 mai 2014 - 09:42
hot dang ![]()
#29
Posté 06 mai 2014 - 01:39
That is seriously creepy.
#30
Posté 06 mai 2014 - 03:37
Ched Nasad, anyone? Looks great!
From what I've read, the houses of Ched Nasad look like cocoons. Maybe we need a placeable or two with doors and some type of window. Could be useful to make a door skin of cocoon silk as well. There's a texture in NWN that might serve...
- Rolo Kipp aime ceci
#31
Posté 06 mai 2014 - 06:12
#32
Posté 06 mai 2014 - 07:37
Those are going to be very good additions to the toolset. I am wondering if you are considering so adobe/drow interface tiles.
My guess is that you want to be able to retexture the adobe side of an interface tile? I'm not sure that would work out.
#33
Posté 10 mai 2014 - 05:40
Here's my door skin SEF using a texture from the NWN tileset. I had to shrink it laterally a little, but it still looks decent I think.

There are three different layout and texture styles in this set, so quite a bit of variety. Pressing onward...
- kamal_, Rolo Kipp et 4760 aiment ceci
#34
Posté 11 mai 2014 - 07:57
Here's a quick glamour shot of the third tileset style, along with a couple of pillar placeables I pulled out from the NWN tiles. There's actually a fourth style for the bedrooms, but that's a more limited set.

Had a random thought while working on this: if enough of the tile sets get ported from NWN, we could actually re-create HotU in NWN2.
- Rolo Kipp et 4760 aiment ceci
#35
Posté 13 mai 2014 - 05:05
Well I found out something interesting while I was working on this and other tilesets. There is a limit to the number of walkable walk mesh faces that you can have per tile. If I add a placeable to a tile that increases the number of mesh faces past the limit, then the tile becomes unwalkable. After I go back and trim the number of meshes in the unwalkable tile, it then baked normally.
This explains why I always had more success baking a tile with placeables located along the edges; there are typically more faces near the edges that can be reshaped to fit the placeable. I.e. it doesn't need to add as many new mesh triangles. Likewise, tiles that have a lot of the mesh faces behind a thick walled border should be better behaved because more of its faces are set to unwalkable.
I think the limit may be at or below 128 faces (2^7). The walk mesh for this set has 124 faces and it fails to bake if I just add one placeable. I've had to trim the number of faces back for open floor tiles, and probably will for some of the other tiles.
- kamal_ et Rolo Kipp aiment ceci
#36
Posté 13 mai 2014 - 05:42
That's a good technical answer to the problem. Next time the "my tile wont bake" question comes up you can blind them with the answer ![]()
The tile set looks nice.
Was HoTU any good I don't remember.
PJ
#37
Posté 13 mai 2014 - 02:33
Was HoTU any good I don't remember.
Personally I don't really know because I never finished it.
But it does have an 84 rating on metacritic, which is pretty high. It is probably worth doing, if somebody has the time and motivation to work on it. The name recognition alone would probably guarantee a fairly high download count.
Calister68's dungeon tileset would have worked really nicely for the Undermountain portion, alas.
#38
Posté 13 mai 2014 - 07:29
I've heard nothing but good things about HotU, and it's on my list to play someday, but if I can play it in NWN2 with a fully controllable party, a readable dialogue screen, no radial icon menu or inventory Tetris, that's where I'll play it. ![]()
#39
Posté 13 mai 2014 - 08:43
Was HoTU any good I don't remember.
PJ
HoTU is generally considered the best of the original and it's two expansions (I personally like SoU the best because desert!).
#40
Posté 17 mai 2014 - 03:08
Getting close to the end of the available tile imports now; just a half dozen to go. After that, I'll work on the web tiles some more and try to add a few additional missing variants.
The NWN tiles don't have a set of up and down stairs in the NWN2 sense. I'm trying to build stair tiles by combining what they provide with another tile (SPU1). After a bunch of fiddling, here is the resulting Stairs Up Hall End tile:


I think it turned out halfway decently. This is a pretty attractive tile set, all told.
- kamal_, Rolo Kipp et 4760 aiment ceci
#41
Posté 17 mai 2014 - 08:27
This is really nice! Have you been resizing the tiles for the conversion? What is your conversion process? Will you be doing the Mind Flayer tileset as well?
I am curious about your process since I recently got back into modding after a long hiatus.
#42
Posté 18 mai 2014 - 02:11
Thanks.
Yes, everything gets scaled down to 90% of the NWN tile size. I put a brief writeup on the process here; hopefully it makes sense. At present, I'm planning on working the Beholder Tunnels next, then the Mind Flayer tileset.
Welcome back!
- Rolo Kipp et FaerzressSparkles aiment ceci
#43
Posté 21 mai 2014 - 02:14
A funny thing happened on the way to the release...
At this point the ported tileset is complete. However, I recently was given access to a small Drow-themed tileset from Baron. It's pretty attractive as you can see below, although the style is quite different. The models weren't quite complete, so they do need a little more tweaking here and there. One problem is the corner gap as shown at the bottom; the columns are not located at the corners so I need a different way to hide the gap. Another is the openings in the arches show the roofs of the tiles behind, so I'll need to cover that opening. Maybe a drowish stained glass panel?
What do you think?


- kamal_, Rolo Kipp et 4760 aiment ceci
#44
Posté 21 mai 2014 - 02:23
I think I seriously want it. Most of the players I know won't even blink at that.
#45
Posté 21 mai 2014 - 03:42
Instead of stained-glass windows, why not sheets of spider silk? It's not like windows have to keep out wind or rain in the Underdark. Thin sheets of webbing would be translucent enough to let some light through, and permeable enough to let air through, while also keeping dust out. A bit like interior paper walls in traditional Japanese houses.
#46
Posté 21 mai 2014 - 04:39
I think I seriously want it. Most of the players I know won't even blink at that.
Okay, although it will just be a small subset of the tile types.
Instead of stained-glass windows, why not sheets of spider silk? It's not like windows have to keep out wind or rain in the Underdark. Thin sheets of webbing would be translucent enough to let some light through, and permeable enough to let air through, while also keeping dust out. A bit like interior paper walls in traditional Japanese houses.
That could look nice. There's a silk cocoon-like material with the set that might work. Good idea.
#47
Posté 21 mai 2014 - 05:41
It's hard to see but a vertical pillar will sort the corners for you? Despite the sweeping arch the actual corner post itself seems vertical to the top of the tile?
For the windows a small placeable set would be perfect. Dannj is right about the drow application but this could be any temple area. A placeable of the right size and height could be a window, web wall, mural or whatever with just a simple texture change?
This is a good looking tile set. Thank you to you and Baron for bringing it to us.
PJ
- Rolo Kipp aime ceci
#48
Posté 21 mai 2014 - 02:35
The walls are actually somewhat curved and have a fairly high poly count. To build a corner pillar, I can take the wall parts, rotate a copy of them ninety degrees, then remove everything except the corner elements. After that I join the two faces together and perhaps do some smoothing. The texture may also need to be remapped so it looks good.
Unfortunately, a placeable on the upper level wouldn't work because it doesn't fade like the rest of the ceiling when you are in Exploration mode. I can make it tintable, but that's about it. The covers for the openings would need to be part of the ceiling texture in order to change them out.
#49
Posté 21 mai 2014 - 03:11
The texture may also need to be remapped so it looks good.
The textures should be reworked. All of the tiles are in very early stages of development. I would change ALL of those textures. I really don't like the floor texture
(hope Baron doesn't read that ) ![]()
#50
Posté 21 mai 2014 - 04:51
The textures should be reworked. All of the tiles are in very early stages of development. I would change ALL of those textures. I really don't like the floor texture
(hope Baron doesn't read that )
Please you could expand on what you mean a little? Although I have a little art background, I'm not really a texture expert. But I do recognize that the floor looks perhaps a little too bath tile-like.





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