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Standard Tile variants


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#76
rjshae

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

 

Both doors work. I was just testing that the mapping worked properly; the passage behind remains hidden, more or less. :)



#77
Nagual

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Hi RjShae,

 

I'm on check to see if i have properly made my 2da,btw i spotted one error atm on the standard mine.

Its on 2 wall/1door second tile,the one with door at north and wall at east on icon.Seems texture show on wrong face of polygone for most part.

 

The symétric one(door north wall west work fine.)

 

http://uppix.com/f-d...9110017dcaf.jpg

 

Thanks again,lots of usefull thing here.



#78
rjshae

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Thanks Nagaul, I'll take a look. It probably has the surface normal vector oriented incorrectly on a few faces. I always try to check but sometimes a few errors sneak through.



#79
rjshae

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Here's a replacement tile if you'd like to give it a try.

 

Mirroring a model in Blender (using scale x [or y] -1) causes the normal directions to flip by 180-degrees, and I neglected to correct it on the wall part for that tile. Sorry. :blush:


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#80
Nagual

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Thanks :D



#81
rjshae

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Thanks :D

 

Okay, I'll take that as meaning you tested the new tile and it works. Thanks.



#82
Nagual

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You can.Good idea to break a little the square geometry wall.

I m starting to build some dwarf map atm for a pw between this,deep mine and deep chasm i should get some crazy mines :P.


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#83
rjshae

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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.

 

I had an idea regarding this issue: using a new tileset that consists almost entirely of a ledge running along a towering wall. That is, I take the basic ledge tiles from the RWS Deep Chasms, then extend the walls above and below the ledge for some distance. This allows me to conceal the view of other tiles, as seen from below. I can then add a series of ramp ledges to take the height down by increments of 2, as per the high/medium/low levels of the Deep Chasms tiles. Thereafter I can keep cloning the same tiles and lower them by that increment, allowing me to take it down as far as I want (or at least until the game blows a gasket). At that point the exit would need to be a transition door in the side.

 

Possibly I could make steeper ramp increments using stairs, just to mix it up a bit.


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#84
Happycrow

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But if you did that, I wouldn't need to mess with all those groovy walkmesh-helpers you made when I whined at you in order to achieve the exact same thing!

 

(well, not so much. I still adore those things - warped minds think alike? I'm using those and RWS cliffs to achieve very similar effects, though this version would be far superior, since it would have built-in floors rather than the somewhat-kludgey fake ones I've got).


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#85
FaerzressSparkles

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I am not sure if this project is still active, but did anyone ever create tiles for the caves that have holes in the ceiling for light beams or water streams?



#86
rjshae

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I am not sure if this project is still active, but did anyone ever create tiles for the caves that have holes in the ceiling for light beams or water streams?

 

Since that would only be visible if you are playing in Character mode, it would make more sense to do something like that if there were a corresponding unique feature on the floor or walls. Like the corner tile with the eroded depression for a pool, or a mound of dirt and rocks underneath the hole.

 

P.S. Yes I would eventually like to add a few more tiles.



#87
Dann-J

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Since that would only be visible if you are playing in Character mode, it would make more sense to do something like that if there were a corresponding unique feature on the floor or walls. Like the corner tile with the eroded depression for a pool, or a mound of dirt and rocks underneath the hole.

 

 

In Exploration camera mode you can also see ceilings if you angle the camera down far enough. Ceiling variants would also be visible during cutscenes if you pointed a placed camera upwards.

 

I myself have lamented the lack of ceiling holes. I often use the rope placeable from SoZ with a conversation attached to allow players to climb up to a higher level, however you can clearly see that the rope ends against a solid ceiling.



#88
Tchos

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You could put a flattened black shape on the ceiling, to simulate a hole in it.  Tintable carpets are good for that, with round or rectangular variants, though you might prefer one that's 1-sided so you only see it from below.



#89
rjshae

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Hmm, a climbing rope with a ceiling hole backdrop attached near the top--surface normals pointed downward, per Tchos--could be useful for that. (Amraphael has a hanging rope in his set that could be adapted.) Might be worth an experiment.



#90
Tchos

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There's also a grappling hook with an extremely long rope that coils at the bottom in the Witcher placeables.



#91
PJ156

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There's also a grappling hook with an extremely long rope that coils at the bottom in the Witcher placeables.

 

I've used that and the estate lid, though the hole is very square.

 

PJ



#92
rjshae

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From a new tile perspective, I think what would make the most sense is to add some new cave 'stair' tiles that use a mound of fallen dirt and rocks underneath a crevasse opening in the ceiling. That way builders would be given a clue about when they are adding ceiling opening tiles. I can probably use one of the textures from Kalister68's Pits and Entrances set to line the hole.



#93
rjshae

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Here's a few cave tile modifications: top -- a concept for a ceiling shaft (yes I need to fix the walk mesh); lower left -- a pit at the end of the corridor; lower right -- the exterior cave opening fitted as a doorway.

 

fig2_zps595bae3c.png

 

While I'm at it, does anybody have some other tile variants they need?


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#94
PJ156

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I love the end of corridor pit, that's a dragon hole if ever I have seen one.

 

Cave pools and streams could fill the coming months if you were inclined to do a few tiles but anything to foil the flatness of the floor is great. We have deep caves but ...

 

Small holes in the walls at floor or waist level (crawl ways) would be good. We don't need very small tunnels we can jump the player from A to B.

 

The list could be very long indeed for this set :)

 

PJ


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#95
4760

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Small holes in the walls at floor or waist level (crawl ways) would be good.


Also some cracks would be nice (I have thought about having small vermin creatures hide there, then attack from behind, or use the places as hiding spots for plot items).
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#96
rjshae

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A while back I was in a mood to try something different, so I attempted to replicate the opening dungeon in BG2. Here is the result:

 

NWN2_SS_031715_172942_zpsipzr352x.jpg

 

Well it's not exactly the same, but it does bear some similarities. For example, I had to make the floor grilles wider to minimize the moiré effect. It could be further improved by retexturing the walls to get a closer match, spreading out the rust stains more, and adding hanging cages. But I've since moved on.

 

Anyway, it'll be in the next release. Maybe somebody will find a use for it. :)


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#97
andysks

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I like tiles where "placeables" are part of the tile. I would use that if I had it :).



#98
rjshae

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I like tiles where "placeables" are part of the tile. I would use that if I had it :).

 

Well the drawback to that is the difficulty of fitting the walk mesh to the "placeable". It's a nuisance because when building the walk mesh I still have to treat the metatile like a group of individual tiles, rather than one big tile. In this case, I didn't bother trying to fit the mesh to the two cages; it has to be done with a walk mesh cutter. I suppose I could extract a cage and turn it into a placeable.



#99
andysks

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Ah, I didn't know the technical aspects of these tiles. But I think a cutter is less work than placing a placeable.



#100
Shallina

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awesome work :)