Thanks for the feedback. ![]()
I'd like to see if this works for PJ156 before making any more changes. Need a break from it right now...
Thanks for the feedback. ![]()
I'd like to see if this works for PJ156 before making any more changes. Need a break from it right now...
It could probably use a set of complementary placeables for decoration: a kiva fireplace, arched column, narrow adobe steps, and a hand-lashed ladder.
Indeed, that ladder, and probably some of the other placeables, will be useful outside of the tileset as well.
Thank you. ![]()
Just started playing around with it so far looks great.
Only thing I might think about adding would be at least 1 variation of each stair tile up and down with some kind of stairs for inns and such, just my thoughts.
Upstairs, downstairs... and no need to wipe your boots.

Upstairs, downstairs... and no need to wipe your boots.
Nice. Having normal stairs will also help with player expectations when using different textures on the tileset to get non-adobe looks.
Those look very nice. will be a great addition to the set. Thanks
In the tiles with holes down, the lower level floor does not take the floor texture, it should take the texture for consistency with tiles that are lower level tiles.
I tried experimenting with this. Unfortunately, if I change the lower level to have a _F suffix so it gets the floor tint selections, it overrides my tint texture and uses that of the floor.
This means I lose my gradient tint texture, which I don't want to do. What I'm going to do instead is to set the tint map of the lower floor to the third color channel of the wall. That will at least allow the default wall and the default lower floor to be tinted independently.
Thanks.
I tried experimenting with this. Unfortunately, if I change the lower level to have a _F suffix so it gets the floor tint selections, it overrides my tint texture and uses that of the floor.
![]()
This means I lose my gradient tint texture, which I don't want to do. What I'm going to do instead is to set the tint map of the lower floor to the third color channel of the wall. That will at least allow the default wall and the default lower floor to be tinted independently.
Thanks.
How about a variation of the tiles with the holes that has the hole floor using the standard floor texture? This would give both the gradient dirt option (which looks great) and the option of matching floor texture. Should be easy to do as it's the exact same tile geometry, so you can duplicate the mdb, rename the parts appropriately, and switch the lower floor texture to use the same one as the floor.
My concern is that the Adobe tileset, with it's smooth features, is a great tileset for using intricately detailed textures such as elaborate carvings. The dirt lower floor looks out of place in such a place.

I'm planning to look into how I can set up controls for texture settings of individual objects in Blender, after which I can experiment with an 8-bit alpha channel for overlaying a gradient across the lower floor. That will allow me to use a common texture for the two floors.
You could use a tintable floor placeable...
A placeable for every texture? No thanks! I'm going to make a new variation with tintable subfloors for my tile pack if you don't include one. ![]()
Duly noted. Anyway, version 1.2 is posted. I'll get back to this at a later date.
A drawback of a generic tileset is that you can't change the roof. It would need to be pretty simple in form to fit the various parts you might use for the walls. A barrel vault would be nice, but it wouldn't work with different wall thicknesses. You'd pretty much be stuck with a flat surface so that it can fit with every wall type and thickness. Maybe a flat surface with an upturned lip so it integrates with other roof types. Or, hmm, a flat surface with a vaulted middle part?
The other drawback? You'd need different placeables for every wall texture.
As a module creator I feel like a leech here but thank you for all of this work RJS.
I look at it from the perspective that you guys are doing all the hard work in building the actual modules, so I'm just here trying to expand the number of build options. Plus I'm enjoying the model building and texturing process. Glad to help.
A drawback of a generic tileset is that you can't change the roof. It would need to be pretty simple in form to fit the various parts you might use for the walls. A barrel vault would be nice, but it wouldn't work with different wall thicknesses. You'd pretty much be stuck with a flat surface so that it can fit with every wall type and thickness. Maybe a flat surface with an upturned lip so it integrates with other roof types. Or, hmm, a flat surface with a vaulted middle part?
I look at it from the perspective that you guys are doing all the hard work in building the actual modules, so I'm just here trying to expand the number of build options. Plus I'm enjoying the model building and texturing process. Glad to help.
When I released my tile projects, I hadn't expected that you would start turning out new and expanded tilesets on a regular basis. I've updated the ptoject six times in little more than two months as you've released new tiles and tilesets.
When I released my tile projects, I hadn't expected that you would start turning out new and expanded tilesets on a regular basis. I've updated the ptoject six times in little more than two months as you've released new tiles and tilesets.
Thanks for doing those updates, Kamal_. ![]()
Thanks for doing those updates, Kamal_.
More goodies.
And the updates are easy, I place down each tile and make sure it tints and takes retexture. Copy/paste the 2das and basically done.
More goodies.
And the updates are easy, I place down each tile and make sure it tints and takes retexture. Copy/paste the 2das and basically done.
How up to date are you kamal_ ?
I am getting into a mess at this end and would prefer a clean copy.
PJ
The summary on the Vault/Nexus page indicates the date of all updates and what they added. There are no "patch" updates in order to make things easier on myself, download the whole thing and override existing for updates. My last update was April 19, 2014, I need to see what's been released since. I'll try to put up a new version in the next few days.
The summary on the Vault/Nexus page indicates the date of all updates and what they added. There are no "patch" updates in order to make things easier on myself, download the whole thing and override existing for updates. My last update was April 19, 2014, I need to see what's been released since. I'll try to put up a new version in the next few days.
I couldn't get 8-bit alpha to work with the MDB file texture settings, so I will likely have to pursue using variants instead. Grey scale alpha only seems to work with SEF files in NWN2, unfortunately.
Thoughts from HF on the sky problem.
<Hellfire_RWS> I had a thought
<Hellfire_RWS> turn off oll ground projected light in the interior area (bottom up light)
<Hellfire_RWS> it might be making shadows on the placeable dome
Possibly the standard roof tile has a downward facing surface that is casting the shadows? I know a roof tile causes the floor mesh (_F) to turn black, regardless of what you set in the tile. I've had to do the floor as an ordinary mesh, and so lose the ground tinting capability.
Anyway, the ground lighting may be something PJ156 could experiment with. Thanks for asking.
I had started a pocket adobe interior set to go along with my adobe building package, I don't think I ever released it - if you would like to look at use them let hellfire know I've sent him a dropbox link to them. The adobe interiors right now has over 65 tiles in it, plus a few placeable walls and such.