Thank you. ![]()
Standard Tile variants
#101
Posté 21 mars 2015 - 02:00
#102
Posté 27 mars 2015 - 11:43
Like this?
Did you ever end up putting this one in the release? I finally got around to making the area I'd envisioned using it in but I wasn't able to find anything in the vault entry, ended up using a no-cieling one for the time being:

- PJ156 aime ceci
#103
Posté 28 mars 2015 - 02:31
Did you ever end up putting this one in the release? I finally got around to making the area I'd envisioned using it in but I wasn't able to find anything in the vault entry, ended up using a no-cieling one for the time being:
Yes, it's Open_Floor variant #11 of the Standard Interior. I just double-checked version 1.1.1 and it's working.
#104
Posté 28 mars 2015 - 03:02
Thanks a bunch! Looks like I had an old version of the 2DA, just had to add in the line from the most recent release and it worked.
- rjshae aime ceci
#105
Posté 01 avril 2015 - 10:18
Now that CSP2 is out, I started tinkering with this set again (in between PoE sessions). I do have a few new cave tiles built already and plan to add more. What I'm also thinking of doing though is porting some of the NWN tile groups over as additional metatiles. Does anybody have a favorite NWN tile group that they would like to see?
#106
Posté 03 avril 2015 - 12:20

Left: In the cave set, a bridge over a yawning gap, followed by a narrowed corridor, then a bend with a mysterious small hole in the wall. The last is hard to see in this view, but it's there.
Right: I had an idea to fit the Dark Waters spiral stair placeable into a castle open floor tile. It's retextured to use the castle wall and floor textures.
- PJ156 et Nagual_NWN aiment ceci
#107
Posté 14 avril 2015 - 03:07
The castle needs an arena pit, because... well you know why.

It's a 3x3 metatile. My question is, should I enclose it in walls or leave the sides open as it is now?
- PJ156 aime ceci
#108
Posté 14 avril 2015 - 05:24
That's a hard choice. From your perspective I guess it is better as it is as then you do not have to make door options.
Otherwise though it is a very big room at 5x5. Spectators would only get 3 deep or so round a pit like that so the rest is wasted space?
Is it possible to get into a 2 x 2 or is it too late now?
PJ
#109
Posté 14 avril 2015 - 02:36
Unfortunately it's too large to fit in a 2x2 metatile. I was thinking now that a mixed solution could work: putting L-shaped walls in the corners and leaving the mid-sections open.
#110
Posté 14 avril 2015 - 06:20
Space is only wasted if you waste it. I would personally leave it open as that would make it much more versatile. We have placeable walls to enclose it ourselves.
- PJ156 aime ceci
#111
Posté 17 avril 2015 - 01:05
A few more pit/crack/hole tiles (plus a rise) for the cave set:

plus the obligatory stairways in the corner pocket:

- PJ156 et kamal_ aiment ceci
#112
Posté 17 avril 2015 - 01:21
Can caves tileset get some stairs tiles that don't involve creature-made construction, for natural caves?
#113
Posté 17 avril 2015 - 01:58
Can caves tileset get some stairs tiles that don't involve creature-made construction, for natural caves?
I'll take a look.
#114
Posté 19 avril 2015 - 04:53
Here's another attempt at a "hole in the ceiling" for the cave set. I gave the floor a ramp up so it looks like material has sloughed off and fallen down, hopefully leading the eye upward. The ceiling hole is slanted away from the viewer so it is easier to see where it gets dark. It's about as good as I've been able to make it, I guess.

Anyway, it's getting a little tedious working on the cave set so I'll add a few more tiles then wrap it up.
- PJ156 et 4760 aiment ceci
#115
Posté 19 avril 2015 - 10:42
Awesome. You could dangle a usable rope placeable from the tunnel entrance to click on to transition to another area (or an environmental object rope and a usable collision box). The top end (in another area) could use the downward cave entrance placeable that came with MotB.
#116
Posté 22 avril 2015 - 04:06
The update is now available at the same locations as previously. Version 1.1.2 adds 21 new cave set tiles and a castle tile and metatile. Have fun!
- kamal_ aime ceci
#117
Posté 22 avril 2015 - 10:49
The update is now available at the same locations as previously. Version 1.1.2 adds 21 new cave set tiles and a castle tile and metatile. Have fun!
Now supported in the tileset project. (uploaded to Vault, currently uploading to Nexus)
- rjshae aime ceci
#118
Posté 22 juin 2015 - 09:00
I'm using the Sunken Ruins tileset for a small extraplanar location, but I ended up having to add in some tile variants that were missing from the set. (An example is the double-height, single wall with door that is missing the upper part of the wall.) While I'm at it, does anybody else have some specific missing tile variants that they might need? I'm finding there's a few obvious gaps in the lineup.
#119
Posté 22 juin 2015 - 10:10
None that I need anymore, but at the time I could have used variants that fit together properly to make a simple small round room. I was able to cover the gaps with placeables, though.
#120
Posté 22 juin 2015 - 11:37
I noticed the standard interior- wall with door- double door variant. The floor texture can't be changed.
#121
Posté 23 juin 2015 - 12:12
I'm using the Sunken Ruins tileset for a small extraplanar location, but I ended up having to add in some tile variants that were missing from the set. (An example is the double-height, single wall with door that is missing the upper part of the wall.) While I'm at it, does anybody else have some specific missing tile variants that they might need? I'm finding there's a few obvious gaps in the lineup.
Both sunken ruins and shadow fortress are missing some obvious variations. Shadow fortress lacks a one wall door tile with a flat floor for instance (the floor had a dip at the tile edge), and many of the tiles that transition between the upper level and lower level dont match floor heights properly, leaving gaps that make the transition unwalkable. Sunken ruins doesnt have those issues, just a lack of some variants as you have seen. I try to avoid shadow fortress because of it's issues.
#122
Posté 23 juin 2015 - 03:18
None that I need anymore, but at the time I could have used variants that fit together properly to make a simple small round room. I was able to cover the gaps with placeables, though.
Do you mean like a round 'Door{1_Door_Room}'? Or something larger? I don't see any round corners.
I noticed the standard interior- wall with door- double door variant. The floor texture can't be changed.
Was that my doing? I'll have to check.
Both sunken ruins and shadow fortress are missing some obvious variations. Shadow fortress lacks a one wall door tile with a flat floor for instance (the floor had a dip at the tile edge), and many of the tiles that transition between the upper level and lower level dont match floor heights properly, leaving gaps that make the transition unwalkable. Sunken ruins doesnt have those issues, just a lack of some variants as you have seen. I try to avoid shadow fortress because of it's issues.
Yeah, that shadow fortress tileset is a bit of a nightmare. I pretty much decided to skip it just because of the number of variants I think it would take, but I can have another look.
#123
Posté 23 juin 2015 - 04:23
Do you mean like a round 'Door{1_Door_Room}'? Or something larger? I don't see any round corners.
I think I was thinking of the Shadow Fortress, rather than the Sunken Ruins.
#124
Posté 24 juin 2015 - 12:01
Yeah, that shadow fortress tileset is a bit of a nightmare. I pretty much decided to skip it just because of the number of variants I think it would take, but I can have another look.
I'd say skip it, if you're taking requests your modding time is better served elsewhere because shadow fortress is missing so much fixing it would probably require as much work as all the standard tile variants you've already made, if not more.
#125
Posté 03 juillet 2015 - 06:02
I noticed the standard interior- wall with door- double door variant. The floor texture can't be changed.
Yeah, that floor was messed up... sorry about that. Here's a fixed version of the tile. It'll be in the next release.
- bealzebub aime ceci





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