The tiles in the test_tunnels.zip set are an older version than the one I'm currently working with. They had different diffuse and specular settings, for example. I sent Kamal_ a set of my current test tiles that I was using to try and troubleshoot this issue. It's proving very perplexing, but maybe I missed something.
Tunnels tileset
#51
Posté 16 juin 2014 - 05:31
#52
Posté 16 juin 2014 - 11:57
I get the problem as well, but I can't figure out what is causing the problem.
#53
Posté 17 juin 2014 - 05:44
I trimmed down the set until all it had is TexturesTileWall.2da and Tilesets.2da, plus the two sets of wall textures in a hak file. I then applied the wall texture to the estate tiles. It still gets all wonky, as shown below. There's just something about adding those texture files that causes it to freak out. ![]()

#54
Posté 17 juin 2014 - 08:52
I also tried with the the textures from the barrow tileset, and got the same weird colors changes.


Could it come from the normal maps?
#55
Posté 17 juin 2014 - 02:51
Could it come from the normal maps?
I had wondered that, but when I tried replacing the wall normal maps the problem still happened. Still, when I substitute the estate wall, floor, and roof textures for the tunnel textures, the problem goes away. Once I reintroduce the tunnel walls, say, then the problem starts happening again. So it sounds like I need to try replacing all of the normal maps in the set to avoid whatever is getting corrupted.
#56
Posté 17 juin 2014 - 02:58
It looks like it can't be just the normal maps. I used the estate textures but substituted the diffuse textures from the tunnel set and the problem still happens.
#57
Posté 17 juin 2014 - 03:41
I also tried with the the textures from the barrow tileset, and got the same weird colors changes.
Could it come from the normal maps?
I remade the normal maps (from the original diffuse map, considering that the brighter it was, the closer to the eye it was, as in a height map if you wish), and got the following result:

I had wondered that, but when I tried replacing the wall normal maps the problem still happened. Still, when I substitute the estate wall, floor, and roof textures for the tunnel textures, the problem goes away. Once I reintroduce the tunnel walls, say, then the problem starts happening again. So it sounds like I need to try replacing all of the normal maps in the set to avoid whatever is getting corrupted.
I would say it's because the tunnel texture are dark enough to compensate (I might be wrong, but I think that even with badly oriented normals, a dark diffuse map will still show a dark color).
It looks like it can't be just the normal maps. I used the estate textures but substituted the diffuse textures from the tunnel set and the problem still happens.
I'd rather bet the problem come from the normal textures from the tunnel set, as they would have been created based on the geometry of the tunnels. But I agree with you, it's not just the normal maps. See the strange colors below?


So I don't think there's anything wrong with your model, but rather with the UV mapping vs the estate texture itself (with the self-illumination you added, it probably emphasizes the color variations).
#58
Posté 17 juin 2014 - 04:50
It looks, based on the latest information, to be a case of the diffuse map being assigned as an illumination map.
#59
Posté 17 juin 2014 - 05:37
I'd rather bet the problem come from the normal textures from the tunnel set, as they would have been created based on the geometry of the tunnels. But I agree with you, it's not just the normal maps. See the strange colors below?
In that last test I was using the normal, tinting, and illumination textures from the estate set. The only texture from the tunnels set was the diffuse. I'd be expecting to see the UV mapped diffuse texture combined with the bump map from the estate. Scratch that. I tested again and it seemed to work okay with the ice cave diffuse textures mapped to the estate tiles. Need to keep testing combinations...
Note that you have to run the game to see the messed up texture; it doesn't necessarily show in the toolset.
#60
Posté 17 juin 2014 - 05:56
Here's the estate tiles with the tunnel diffuse/normal and the estate tint/illumination textures. Disregarding the UV mapping differences, I didn't see any obvious issues.

I was also able to switch to the lava tube texture/diffuse without an issue:

#61
Posté 17 juin 2014 - 06:34
Here is the same combination of ice tunnel diffuse/normal with estate tint/illumination as in the first pic above. Arrgh!

#62
Posté 17 juin 2014 - 06:51
On your last post, it looks like the bumps (tunnels) correspond to the pillars and windows (estate), which then leads me to think that maybe the two bands left and side of the floor are also mapped to use the same part of the illumination texture.
#63
Posté 17 juin 2014 - 09:03
The diffuse textures look to be in the right places; they're just the wrong diffuse textures. Or rather, some are right and some are wrong. It's like something is getting corrupted.
I can't seem to pin this down to one specific cause. For now I'll focus on just finishing up the lava tunnels.
#64
Posté 19 juin 2014 - 03:26
I'm finally getting to some of the non-tunnel tiles, allowing me to build a sample cavern. The wall texture is a little repetitive, so I broke it up with some boulders and effects.

- Rolo Kipp et 4760 aiment ceci
#65
Posté 20 juin 2014 - 09:17
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.
All doors now fit correctly.
Fixed (I installed the full version of XnView, and was then able to add the alpha channel):

It's also not too bad when reduced to fit in a single door frame:

I need to finish the domed door and the drow tileset will have some specific doors.
- rjshae et Rolo Kipp aiment ceci
#66
Posté 20 juin 2014 - 04:03
Very nice work!
I like both of them.
Is the door tintable? Somebody might want to give the mesh a bronze tinge and the frame a different hue.
#67
Posté 20 juin 2014 - 04:45
Not yet, but it's easy to add a tint map. Stay tuned! ![]()
- rjshae et Rolo Kipp aiment ceci
#68
Posté 20 juin 2014 - 07:13
The available tiles have all been ported, leaving just the big 5x5 metatile to complete and some missing tiles to fill in. After that I'll take a look at adding in a lower level and a transition tile or two.

- PJ156, Rolo Kipp et 4760 aiment ceci
#69
Posté 21 juin 2014 - 03:27
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.....
Because I couldn't get the texture swap to work, I've decided I'm not going to put a bunch of energy into implementing this at present. There's other projects I'd like to get to. Sorry.

#70
Posté 21 juin 2014 - 07:50
Because I couldn't get the texture swap to work, I've decided I'm not going to put a bunch of energy into implementing this at present. There's other projects I'd like to get to. Sorry.
Other projects, as in the Illithid Tileset? ![]()
#71
Posté 22 juin 2014 - 05:54
All in good time... ![]()
- Rolo Kipp aime ceci
#72
Posté 22 juin 2014 - 06:05
Finally, here's the metatile:

- Rolo Kipp aime ceci
#73
Posté 23 juin 2014 - 07:01
I could see this being used on some alien spacecraft.
I'm finally getting to some of the non-tunnel tiles, allowing me to build a sample cavern. The wall texture is a little repetitive, so I broke it up with some boulders and effects.
Just replace the boulders by eggs, and add a few of these! ![]()



- PJ156, rjshae, kamal_ et 1 autre aiment ceci
#74
Posté 23 juin 2014 - 05:52
Does anybody know if there are some guidelines for converting NWN-style emitters into NWN2-style visual effect files? I'd like to use the NWN mdl emitter settings to build a couple of glowy lava flame effects in NWN2 for compatibility reasons.





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