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#51
rjshae

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It looks good! The mine shaft seems to fit nicely in the corridor end tile. Is it possible to walk around it ?

 

Unfortunately, it is a little tight along the sides. I was concerned about walkpathing issues so I made it unwalkable. I could have shrunk the opening I suppose, but it didn't seem a high priority.

 

Here's what I had in mind for a hoist stage:

 

NWN2_SS_081614_093638_zpsf4961972.jpg

 

Sloping metatile, 2x1 to solve the pushing it up the slope issue?

 

Yes, I might come back and add something like that.


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#52
Morbane

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this expansion on the Mines tileset are amazing - all of it

 

it is inspiring to see so much productivity :D


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#53
Happycrow

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That's REALLY nice.



#54
kamal_

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Is there enough unwalkable area that the dwarf and Adaur in that pic would be forced into ranged combat? If the walkable area is close enough, they could melee....



#55
rjshae

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The unwalkable area is 0.45m wide. Is that enough? I tested it and they do melee, so I'll fix that. Thanks.



#56
Happycrow

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My upcoming weapons pack will have pikes and polearms which could bridge that gap as well, too.



#57
rjshae

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That'll be a nice addition. :)

 

I widened out the gap so that the dwarf can't reach the drow. But even then it is small enough so that a fire giant can still reach across.  I think that's probably okay given the giant's extended reach, despite the height differential. At least it looks somewhat plausible.



#58
rjshae

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The estate tileset will have a much smaller set of variants--there's already a ton of choices. Clockwise from upper left: corner stair tiles, both up and up/down pairs; curved corner tile (available with and without windows); recessed floor tiles--straight and corner; more corner stair tiles.

 

estate_zpsc9710c61.png

 

Any special requests for estate tiles?


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#59
PJ156

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None from me :)

 

Up and down stair tiles will be very welcome as will circular rooms. How do we get into a round room, is there a door tile as per rws tower rooms or shall we use a square single or two door?

 

I suppose a single round room or octagonal single tile might be good? 

 

PJ  



#60
kamal_

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In Crimmor I made the stairs one wall by using stairs no wall and placeable walls, did the curved wall with two corners plus placeable walls, and did the side by side stairs with stairs no walls plus placeable walls as well, so having them already made like you just showed would have saved me a lot of time.



#61
rjshae

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None from me :)

 

Up and down stair tiles will be very welcome as will circular rooms. How do we get into a round room, is there a door tile as per rws tower rooms or shall we use a square single or two door?

 

I suppose a single round room or octagonal single tile might be good? 

 

PJ  

 

Doors are a little awkward because they need to be centered in the sides, which would leave it looking pretty asymmetrical. One could, I suppose, use three rounded walls and one square wall with doors, then round off the square corner with placeables.



#62
4760

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Is a curved (as in bent around its vertical symmetry axis) door needed? That's something I could do.



#63
rjshae

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Is a curved (as in bent around its vertical symmetry axis) door needed? That's something I could do.

 

Thanks, but unfortunately not--the door has to be emplaced along the tile edge so it can be opened from both sides. That means the door opening does not line up with the curved sides, so a short, straight passageway would need to be inserted at an angle to the curve.

 

A double-sided metatile could be built so that the door would be flush with the curved wall, but I think the mapper visibility would leak across the opening even with the door closed. Another option is a doorway placeable for a transition door. But my current direction is that this set won't have any placeables--I'd prefer to do that separately.



#64
Psionic-Entity

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Like this?

 

NWN2_SS_062814_183410_zps8326834f.jpg

 

 

 

You could always move a column there if it is a problem. :) Right now the railings are at different heights.

Yes! That's exactly what I meant.


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#65
rjshae

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I can make a round room using a 3x2 metatile. The middle parts of the odd sides will line up with the doorways on the standard tiles, allowing me to add either one or two standard doors openings that will link up with the rest of the map. It should be pretty straight forward to do.



#66
rjshae

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I love that tileset and use the hell out of it.  But the vertical distance between each level is quite small, and there are walkmesh issues requiring the use of placeables to channel players so they don't get hung up on the mesh, because it's not always apparent what's walkable and what's not.  So right now, if you want to do a tunnel really going DOWN, you have to get wild and crazy with those new walkmesh helpers from last year and rocks on blank tiles in order to create a real sense of three-dimensionality.  (and yes, you can do that just by making an "exterior interior," which is great for a module guy, but in pw-land where I live, that's problematic because of the huge size differences between exteriors and interiors -- your online module can have scads of the latter for every one of the former).  

 

I'm probably in a distinct minority on this one, though, so if it's not of interest I'll just stick with my walkmesh-helpers for building the truly crazy-deep stuff.  =)

 

Here's the issue I run into with ramps leading down:

 

ramp_zps0ce1d29d.png

 

In the top image I have a ramp metatile leading down to the left. When I descend the ramp, in Character Mode (bottom) I'm able to position the camera so that I can see through the floors of the other tiles.



#67
rjshae

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The cave tileset is missing one of the open floor tiles (one of the ones with the corner columns). The icon is there in the toolset, but if you try to use it you get a copy of another similar tile instead, with the column in the wrong corner. I had to redesign a cave area because of it.

 

I looked through all the tiles but I couldn't find this bad tile, either in the toolset or in the game.



#68
rjshae

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The first version is released:

Please let me know if you find any issues and I'll issue an update. Thanks.


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#69
kamal_

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Whoah, that's like three full tilesets worth of tiles.

 

There are only two new metatiles, correct? Harder for me to find the new 2da entries in metatiles than in tiles.

 

Metatile row 249 is used already by Dungeon by Calister. The range Calister reserved for his metatiles is off by one as your metatiles start at 270, not 271 and those were released first. I'd ask that you change the row and one of us can fix the reservation wiki. Line 289 is in your reserved range and available. Lines 316-324 is in a range I reserved, but are not being used and I can cede that space.

 

Past that section, there is an off by one problem with the metatiles 2da versus mine. TL_IL_M0202_diag is on line 270.



#70
rjshae

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The rows you are talking about have already been reserved and released with the Diagonal Metatiles from back in January onward, so no I can't change those. But the last range begins at 271, so I'm not sure why there is a conflict there.

 

Yes, there are two new metatiles: rows 159 and 249. Both of those were previously reserved entries with the Diagonal Metatiles. I'm just slotting them in the unused spaces.



#71
kamal_

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Supported now by my tileset project. On the metatile issue, you are correct and I was wrong.


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#72
rjshae

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I can make a round room using a 3x2 metatile. The middle parts of the odd sides will line up with the doorways on the standard tiles, allowing me to add either one or two standard doors openings that will link up with the rest of the map. It should be pretty straight forward to do.

 

Here's my trial round-room metatile. It seems to work, at least for the estate set.

 

NWN2_SS_083014_145749_zpsa1d370f1.jpg


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#73
PJ156

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That is very nice indeed.

 

I see towers ... lots of lovely towers :)

 

The door is not a placeable? If it were it might limit the number of variants you might need to make? 

 

PJ



#74
4760

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So do I, so do I... especially if the floor texture can be changed.



#75
kamal_

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So do I, so do I... especially if the floor texture can be changed.

That's the standard floor texture for that tileset, so it will be changeable.