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Tunnels tileset


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#26
rjshae

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If I can be a complete jerk and suggest radically moving the goalposts on you... this is a tileset that BEGS for the "multilevel" treatment like the RWS cavens, so that you can follow the lava-tube/limestone channel/CthulhoidGutPassage down into the earth.....

 

Yes, I could do that; I'll need to experiment to see how well it works. I was thinking about having a bridge metatile so you can cross a lava flow. But I'll need to finish up the base set first though. Thanks.


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#27
rjshae

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Here's a screenshot of the door (caverns tileset though):

901-1-1402409906.jpg

 

Real tests with the beholder's caves tileset should confirm it's correct, but it appears to be fine.

 

Thanks, it looks good! What I should do is send you a mini-tileset of a doorway tile so you can get the exact measurement. I can do that tonight.


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#28
rjshae

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Okay, here's a screen shot of the door deployed in the tileset. First of all, this is very cool. It's fun just watching the door open and deploy. But as you can see, the door placement is a little high off the ground. Please could you fix that?

 

By shifting the hook point, I do have it centered pretty well horizontally, I think.

 

I made a copy of the current tile set available at the link below if you want to try it in the toolset or just pry apart the tile model and get position data. Currently there's only one doorway tile in the set: the Door{Hall_End_1_Door_Variant}.

(I don't mind if anybody else wants to play with it--the set is a long way from finished. :) )

 

NWN2_SS_061014_181843_zpsb5fe6a92.jpg


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#29
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But as you can see, the door placement is a little high off the ground. Please could you fix that?

Sure, as soon as the download finishes, I'll make the necessary corrections.

 

You mean, you'd prefer the door like this:

 

901-1-1402478984.jpg

 

901-3-1402478985.jpg

 

901-2-1402478985.jpg

 

901-5-1402478986.jpg

 

Then, just pick the update here! I've still some work to do on the double door (NWN2 only accepts one texture file, but two were used in the NWN version, and of course the UV map was designed with this in mind...)


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#30
rjshae

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Very nearly!  :)  In the photo below, I see a small gap along the right edge and a slight opening to the lower left. But if I manually move the door from the hookpoint downward by 0.12 and toward the middle by 0.06 (as in the second shot), I get a snug fit. Unfortunately, I can't fix that by moving the hook point down--it automatically situates it at ground level.

 

NWN2_SS_061114_062617_zps3dbb5a5b.jpg

 

NWN2_SS_061114_063216_zpsecfe10fb.jpg


  • Eguintir Eligard aime ceci

#31
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Very nearly!  :)  In the photo below, I see a small gap along the right edge and a slight opening to the lower left. But if I manually move the door from the hookpoint downward by 0.12 and toward the middle by 0.06 (as in the second shot), I get a snug fit. Unfortunately, I can't fix that by moving the hook point down--it automatically situates it at ground level.

OK, I'll move the pivot point of the door itself by these values then.


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#32
Eguintir Eligard

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We could create some swan-boat placeables and call this the tunnel of love.


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#33
rjshae

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OK, I'll move the pivot point of the door itself by these values then.

 

Thank you. It looks and works marvelously; definitely a unique door type. I could see this being used on some alien spacecraft. Maybe in an "Expedition to Barrier Peaks" module.



#34
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Apparently the door was slightly too small (some rounding down of the size with the 90% scaling?), as after the changes indicated above there was still a small gap on the side. Anyway, the updated door now fits as expected.

 

I also made a single texture for the drow tileset double door, but lost the alpha channel in the process (file named "tid_door.dds").



#35
rjshae

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Thank you. I'll take a look tonight. :)

 

Isn't the alpha channel needed for the mesh? Maybe I can fix it.



#36
4760

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Thanks! Normally, the mesh is set correctly up for the transparency, it's just the texture that has no alpha channel.



#37
rjshae

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Thanks! Normally, the mesh is set correctly up for the transparency, it's just the texture that has no alpha channel.

 

There's a menu option in Gimp that lets you add one in; I just use that, along with the gimp-dds plugin.



#38
rjshae

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The tib04 door lines up splendidly now. Very nice. Thank you!  :)  The other three doors... well they have a gap along the lower right. Not quite at the same position, I guess. They look good though.

 

Here's the modified Underwell door texture file: rev_tid_door.dds . Hope that's what you wanted.

 

NWN2_SS_061214_163152_zps11037012.jpg

 

I tried your two drow doors, just to see. The double-door opens fine, but the texture is missing the mip-maps so it sparkles a bit. The domed door is black and I couldn't trigger it.


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#39
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The tib04 door lines up splendidly now. Very nice. Thank you!  :)  The other three doors... well they have a gap along the lower right. Not quite at the same position, I guess. They look good though.

I knew I should have made all together! No problem, I'll make sure they match the settings I have for tib04.

 

Here's the modified Underwell door texture file: rev_tid_door.dds . Hope that's what you wanted.

I don't think it's something with XnView, as even Max and NWN2 can't read it either. No bother, I'll get another software, this time with alpha channel handling!
 

The domed door is black and I couldn't trigger it.

For the color, I suspect the blueprint tints it black (0,0,0) instead of white (255,255,255). Unfortunately the dome will still appear black when the door opens. I'm working on a workaround, with a placeable dome on top of a flat door (it works nice, I tried!)

 

The only way I wasn't able to trigger the dome was when I used it as a placeable and not a door (under the placeable appearance, the dome can be activated with the mouse about one radius away to the right if you didn't change the orientation - of course I've fixed this in the next version). 

 

Edit: some screenshots below of the dome in action.

 

Closed:

901-1-1402662210.jpg

 

Opening:

901-5-1402662212.jpg

 

Revealing the treasure hidden inside:

901-3-1402662211.jpg

 

901-1-1402662318.jpg

 

In the image below, it looks as if there were two floors:

901-4-1402662211.jpg

That's for demo purposes: the highlighted one belongs to the dome itself, whereas the other one is a flat door (let's say it's a drow teleporter!), so that the placeable can be used as a door, as in NWN.



#40
rjshae

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For the color, I suspect the blueprint tints it black (0,0,0) instead of white (255,255,255). Unfortunately the dome will still appear black when the door opens. I'm working on a workaround, with a placeable dome on top of a flat door (it works nice, I tried!)

 

The only way I wasn't able to trigger the dome was when I used it as a placeable and not a door (under the placeable appearance, the dome can be activated with the mouse about one radius away to the right if you didn't change the orientation - of course I've fixed this in the next version). 

 

Ah, that explains it. I did try it as a door blueprint; I just wasn't aware it was tintable. The door did highlight, but it didn't open/close for some reason. My character was able to walk right through it.



#41
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Yes, that's why I chose the placeable dome + flat door inside option, so I could add walkmeshes.



#42
rjshae

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This tileset is having all kinds of weird issues with lighting and shadows. An equally illuminated tunnel will end up light on one side and dark on the other. The curved sides must be mucking with the algorithms. Not sure what I can do about it.



#43
rjshae

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I'm having some feakishly weird problems with the tile set when I try to apply a ice cave texture. Sometimes it works; sometimes I get the default texture. The same thing happens with the cave texture. Arggh! I'm wondering if my use of an illumination texture on the walls is triggering a bug of some sort? Hmm, no, that shouldn't matter. The Estate tileset uses an illumination texture.

 

NWN2_SS_061414_103554_zpsb60c1c4c.jpg



#44
kevL

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oi, very close to Llolth

 

jk / carry on



#45
rjshae

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I'm... not really sure what that means. I get the Drow reference, but... huh? Oh well.



#46
kevL

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if it's not working properly I just think it looks cool



#47
rjshae

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if it's not working properly I just think it looks cool

 

Ah, okay.

 

Well this texture problem has me baffled. I've checked everything and it all looks good. :wacko: :blink:

 

The one clue I have is that the Estate tileset walls use an illumination texture with a suffix of '_SI' rather than the usual '_I'. I guess I can try that and see...

 

Ed.: Nope, that didn't fix it. :(



#48
Lance Botelle

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Hi rjshae,

Good to see another tileset under development.

Following closely. :)

Lance.

#49
kamal_

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That dome door is cool.

Rjshae, send me a link to download the tileset and I'll see if I can figure it out.

#50
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I'm wondering if my use of an illumination texture on the walls is triggering a bug of some sort?

I had a quick look, and noticed that the parts that are glowing are the ones prefixed OBJ_. This prefix, plus the fact that without any texture applied in max they appear whiter than the others make me think that they've been imported, and then probably the illumination settings came in as well and they were brighter?

 

Edit:

Just checked the original mdl, and I saw that they were part of the tiles. Did you work on the models in several steps?

 

 

@kamal: I think it's still available in the link below:

(I don't mind if anybody else wants to play with it--the set is a long way from finished. :) )