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Tunnels tileset


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#76
Lance Botelle

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The tileset is finished and is available for download:

Enjoy!


Hi rjshae,

Thanks for sharing this ... :)

You may have already mentioned this in one of the above posts, (which I have not yet read, but I notice a fair number of posts with different images in them that may relate to this), but I noticed a problem when changing the floor texture to the "cave" type. It mentions 2d Missing Texture or something to that effect. It works with some other floor types ... not checked all of them yet.

Were you aware of this .. is it something that can be easily fixed, or just a floor type we cannot use with this tileset?

EDIT: It would probably even be OK if the "text" was not covering the effect it has changed to! :)

Many Thanks,
Lance.

#77
FaerzressSparkles

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The tileset is finished and is available for download:

Enjoy!

 

Awesome, now get to work on the Illithid set! :P



#78
rjshae

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Hi rjshae,

Thanks for sharing this ... :)

You may have already mentioned this in one of the above posts, (which I have not yet read, but I notice a fair number of posts with different images in them that may relate to this), but I noticed a problem when changing the floor texture to the "cave" type. It mentions 2d Missing Texture or something to that effect. It works with some other floor types ... not checked all of them yet.

Were you aware of this .. is it something that can be easily fixed, or just a floor type we cannot use with this tileset?

EDIT: It would probably even be OK if the "text" was not covering the effect it has changed to! :)

 

The problem is occurring because the Lava Tube walls have an illumination texture whereas the cave texture does not. I think the only standard texture where that issue does not occur is with the Estate Tileset texture. But there's another issue with the texture swap (mentioned above) that I wasn't able to resolve. If I can't find a solution, I may try building a separate set of identical tiles using a non-illuminated texture and see if the swap works okay. It didn't during testing, but perhaps I missed something.



#79
kamal_

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Lance: if you make a blank self illumination map for the texture you want, it should work. The blank would be solid black and have to follow the naming scheme of the texture you want to use, TL_cave_01_si.dds for example.

#80
rjshae

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Lance: if you make a blank self illumination map for the texture you want, it should work. The blank would be solid black and have to follow the naming scheme of the texture you want to use, TL_cave_01_si.dds for example.

 

Yes, that will work in the toolset, but once in the game it will likely end up looking wonky because of the texture swap problem mentioned earlier.



#81
rjshae

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The tib04 door lines up splendidly now. Very nice. Thank you!  :)

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.

 

At present, the only door that works half-way decently with these tiles is the double-door portcullis. Hopefully, 4760 will publish his door set at some point.



#82
4760

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At present, the only door that works half-way decently with these tiles is the double-door portcullis. Hopefully, 4760 will publish his door set at some point.

Oops! Sure, I will!!! I might even work on the double-door portcullis to make everybody's patience worthwhile.


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#83
Lance Botelle

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The problem is occurring because the Lava Tube walls have an illumination texture whereas the cave texture does not. I think the only standard texture where that issue does not occur is with the Estate Tileset texture. But there's another issue with the texture swap (mentioned above) that I wasn't able to resolve. If I can't find a solution, I may try building a separate set of identical tiles using a non-illuminated texture and see if the swap works okay. It didn't during testing, but perhaps I missed something.


Hi rjshae,

Thanks for the explanation. Having read the above posts since, I guessed it was something you were aware of. I have since found you can tint your tileset, which obviously helps. I am colour blind and rely on existing textures quite a bit .. or else get the wife to help tint. ;) 
 

Lance: if you make a blank self illumination map for the texture you want, it should work. The blank would be solid black and have to follow the naming scheme of the texture you want to use, TL_cave_01_si.dds for example.


Hi Kamal,

I have no idea what you just said ... :D ... but it sounds like (from a reply a little further down) that may not work anyway. Thanks for suggesting though .... :)

Thanks,
Lance.

#84
kamal_

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rjshae, can I ask that you move the metatile entry? RWS didn't reserve it, but it's used in Deep Halls (Deep Halls uses 82-90).



#85
rjshae

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rjshae, can I ask that you move the metatile entry? RWS didn't reserve it, but it's used in Deep Halls (Deep Halls uses 82-90).

 

I changed it to 80. The reserved 2da ranges page has been updated accordingly.



#86
kamal_

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Now supported in the tileset pack on Vault 2.0 and Nexus.


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#87
4760

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Hopefully, 4760 will publish his door set at some point.

The round doors are now available:

New vault

Nexus

 

Now working on the drow doors package, and the double door portcullis.


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#88
rjshae

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The round doors are now available:

New vault

Nexus

 

Now working on the drow doors package, and the double door portcullis.

 

Thank you! :)

 

Note that there is already a double-door portcullis. But perhaps you have a different style in mind?



#89
4760

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Note that there is already a double-door portcullis.

Yes, but it's slightly off (see left side):

901-1-1403969564.jpg

So I prepared a specific one for the tileset:

901-2-1403969565.jpg

 

 

 

 But perhaps you have a different style in mind?

Actually, yes:

901-3-1403969565.jpg

 

901-5-1403969565.jpg

 

I need to finish the dome door, and I'll upload the package for the drow tileset (by the way, is DW instead of DU workable for the naming?)


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#90
rjshae

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DW should work. I don't see an existing DW entry in Kamal_'s tileset project, so it should be safe. Thanks.



#91
rjshae

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I added a new reskin package to the download site that will give this tileset the look of an earthen burrow, such as from a giant ant hive. If you aren't planning on using the lava tunnels for a module, then maybe this alternative will prove useful. The textures are from Petekwando's NWN Earthen Tunnels tileset reskin project.

 

earthentunnels.png

 

It's unfortunate that I couldn't get the texture swap to work properly with these tiles.


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#92
bealzebub

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hey, the floor_1_corner tile seems to be missing. Is there one?



#93
rjshae

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hey, the floor_1_corner tile seems to be missing. Is there one?

 

There are two floor_1_corner tile entries; have a look at the second one (two rows down), it should be there.


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#94
bealzebub

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indeed it is. thanks



#95
ColorsFade

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This will be a fun set to play with. Nice work !