I can't get your picture to open 4760?
PJ
I can't get your picture to open 4760?
PJ
It may be on a part of the Nexus site that we can't access.
4760, how come your images always show up as empty for me? They look like this:

Anyone else have this problem with the images he posts?
I don't know, I just checked and they look good. But what rjshae just said about restricted access might be right. I'll upload them on another site and see if that works better then.
The standard animations, but a meter or so in the air, and you would have a complete animation set for riding a flying carpet, Tenser's Floating Disk, or any other mount you could stand on (big crab?). iirc Wizard's Apprentice 2 had flying in that manner. I have no idea if it's easy for just offset the animations by a meter or so upwards, nor any need for it myself
At least for Tenser's Floating Disk, I was thinking the other day that you might be able to simulate it by attaching a visual effect to an "invisible man" creature assigned to a neutral faction. Perhaps use a static treasure model effect combined with a glowy force field disk and some ring-shaped particle effects emissions to give a levitating appearance.
The corner bit of tilesets as placeable pillars/columns. Sure we can use four tiles to get a pillar out of the corner, but sometimes it would be useful to just place things where needed. An example would be when there are two tilesets connected (dungeon to cave for instance), a placeable pillar can cover up the mismatch of the vertical edge of the tile connection and match the visual style.
edit: with pic example. I wanted to put Deep Halls and Dark Ruins together. Deep Halls has those great blocky corners, and Dark Ruins also has great columns, but they are round. I tried to hide the tile connection between the two with a dwarven column placeable, but it doesn't actually match either tileset.

Otherwise the connection between the tilesets looks like this:

I would extend that to placeable walls to match the major sets. We have this for estate, it would be great to have walls for the castle an d standard sets. This would allow us to manage interfaces and subdivide tiles.
PJ
A placeable wall is something I think I can do in gmax as it should only involve deleting bits in gmax, not copying, aligning, rotating. I will see what I can do.I would extend that to placeable walls to match the major sets. We have this for estate, it would be great to have walls for the castle an d standard sets. This would allow us to manage interfaces and subdivide tiles.
PJ
I would extend that to placeable walls to match the major sets. We have this for estate, it would be great to have walls for the castle an d standard sets. This would allow us to manage interfaces and subdivide tiles.
PJ
ok, it's easy-peasy to do in gmax. The behavior will be the same as the placeable estate walls, since I copied the placeable line from them to ensure consistent behavior. This means you can walk right through them by default, so remember those walkmesh cutters. Note that the walls are almost all one sided, so you might need to use them in pairs depending on how you use them. They keep the tintmap of the original tiles. As these are made from the original tiles, they are the same size as a tile wall.

There will be quite a lot as the stock tilesets have a lot of variants of the 1-Wall tile, Standard Interior has 11 variants for instance, and Shadow Fortress has 19.
Here's Standard Interior. The three in the back are made from the Standard Interior tileset extentions. Some tiles only varied in their floor (the drop floor), so there was no need to include those tile's walls. It literally takes longer to do the blueprints than it does to make the placeables themselves.

It's been a long time coming.
Standard Castle is going to be more difficult to make, since the wall curves into the ceiling and the piece for the curve is actually part of the ceiling piece, you'd normally want your wall to include that curved part. I did learn at one point how to delete only part of a part before in gmax, so I'll need to remember that.
Sent the first batch (standard interior, cave, and estate) to pj156 to test, since he made the request.
Caves, which scale up rather nicely (wall 5 scaled to canyon size)...

Estate:

I did learn at one point how to delete only part of a part before in gmax, so I'll need to remember that.
Are you talking about a boolean subtract operation?
It's like having a pie, knowing I only want a slice of pie, but not knowing how to use the knife to cut the slice out of the pie.Are you talking about a boolean subtract operation?
This is a very exciting project. I am really happy to see this work in the flesh. Are we going to get a door section for each?
PJ
Yes, walls with doors will be included, as will placeable ceilings and floors. The floors have their walkmeshes, so they should work just fine outdoors for instance. The floors will also be their own separate tileset to allow a room with the dropped floor of standard interior, castle walls, and cave ceilings for instance. This idea is large enough for it's own thread, so I will create one later when I have a bit more to show.This is a very exciting project. I am really happy to see this work in the flesh. Are we going to get a door section for each?
PJ
Tested and responded ![]()
Thanks for this Kamal- much appreciated.
PJ
Doing this "right" probably means a "tileset creation kit" of walls, ceilings, columns, and a 'just open floor without a ceiling' tileset (and placeable floors). Should be straighforward but it will require some time as that will need a lot of things done even if each individual thing isnt complicated.
The issue I found with that was getting the ceiling to work. You can't vary that, so you're pretty much stuck with using a flat plane at a given height and probably the Standard Interior texture mapping.
For me, the walls are the key to this. A set of interior placeable wall and wall features would be great. I cannot see myself creating interiors in an exterior though I can how you might want to do that. The tiles themselves are flexible enough with this addition, especially once we have doors as well.
I am not sure I understand what Kamal- meant about floors and double height rooms. Do you mean the floor down or the ceiling up?
PJ
Since I switched to building interiors with my own placeable walls and BCK parts midway in BSoCC, I would say that I haven't found ceilings to be an issue. Any of the standard tile ceilings that were just flat planes never looked good, and having walls without ceilings like we do with BCK and others means we can build better looking ceilings, for instance from BCK roof/ceiling parts. (In my case, with parts removed so they're visible only from one side.)
It's a benefit alone having more walls to work with to shape and subdivide rooms built in standard tilesets, even if I personally will stick with custom walls with new textures.
Before I started making new walls, I had to cobble together approximations to match the standard walls to shape the rooms differently than the tiles would allow (the Drunken Dragon Taproom, for instance, has some walls built of pillars, a BCK panel, and crates that looked close enough to the wooden baseboard).
I have done similar in my own projects and SOAR but it can be slow pulling together the assets you need for an area. Once you have them the build time is similar.
In general I prefer the tiles so these walls are going to make a huge difference to the flexibility of areas. In the past I was often dismayed at the size of a tile comparative to a room size, particularly for corridors. With custom walls it's an boon now ![]()
PJ
I, too, disliked the overly large size of tiles, especially as compared to the standard dimensions of D&D map grids.