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Enter the catacombs


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#176
rjshae

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Really nice stuff. More statues will be very welcome.



#177
4760

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Thank you for your comments !

4760 : are you sure ? I just checked the dungeon metatiles.2da file, and the two metatiles are using the rows 250-251. The Catacombs metatile is using the row 252, so it should be ok, unless I missed something.

This is what I have as well in my tileset compilation. The dungeon metatiles were 205-251, and the catacombs metatile is 252.

Yes, I'm sure rows 250 to 253 are used in my version of metatiles.2da, but then the conflict probably comes from another tileset, which made me move the dungeon metatiles by two lines. I don't remember if it's the drow, barrow, illithid or another one. I'll confirm later, but for sure it was discussed in the forums.

#178
rjshae

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Yes, I'm sure rows 250 to 253 are used in my version of metatiles.2da, but then the conflict probably comes from another tileset, which made me move the dungeon metatiles by two lines. I don't remember if it's the drow, barrow, illithid or another one. I'll confirm later, but for sure it was discussed in the forums.

 

Alas, I'm not showing you as having any reserved rows: http://nwn2.wikia.co...da_Reservations



#179
kamal_

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I'm not showing you as having any reserved rows: http://nwn2.wikia.co...da_Reservations

He's saying he ran into a conflict with another tileset, not that he has reserved rows for his own tileset.

 

Separately, I found the Crypt Aqueduct tileset: http://neverwinterva...hakpak/cryptpit

The page lists it as Crypt Pit, but the tiles use the CA identifier and the 2das list it as Crypt Aqueduct.



#180
kamal_

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Now provisionally supported by my tileset project (retexturing and tinting may not work as expected, but the stock tileset works fine). I had to change the model names and model part names to get rid of the conflict with CryptPit. The tileset project also changes the texture names so they are tileset specific to prevent potential conflicts.

 

It's a beautiful tileset.


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#181
Calister68

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Thank you kamal, glad to see this tileset is so much enjoyed ^_^

 

Just a question about the new vault : I created an account to upload my work, but I didn't receive any answer so far. How is it supposed to work ? Is it the same process as the Nexus ?



#182
kamal_

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Thank you kamal, glad to see this tileset is so much enjoyed ^_^

 

Just a question about the new vault : I created an account to upload my work, but I didn't receive any answer so far. How is it supposed to work ? Is it the same process as the Nexus ?

It's done by manual approval. It may take a bit but you'll get approved. Some vault admins who can approve it are in irc, so I will bug them when they come on.



#183
4760

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He's saying he ran into a conflict with another tileset, not that he has reserved rows for his own tileset.

Exactly, but apparently the conflict was for the Lava Tube tileset, which should have been on row 34 in tilesets.2da.

 

Why then do I have two metatiles (one for Standard Castle, the other one for CRypt)?

250	TL_SC_M0102_brchw01	TL_SC_M0102_brchw01	SC	M0102_brchw01	1	2
251	TL_CR_M0102_crcv01	TL_SC_M0102_crcv01	CR 	M0102_crcv01	1	2
252	TL_DU_M0304_bridge_01	bridge	DU	M0304_bridge_01	3	4
253	TL_DU_M0304_bridge_02	bridge2	DU	M0304_bridge_02	3	4
254	TL_CA_M0304_tomb	tomb	CA	M0304_tomb	3	4

It's probably time I start cleaning my override folder.



#184
kamal_

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Exactly, but apparently the conflict was for the Lava Tube tileset, which should have been on row 34 in tilesets.2da.

 

Why then do I have two metatiles (one for Standard Castle, the other one for CRypt)?

250	TL_SC_M0102_brchw01	TL_SC_M0102_brchw01	SC	M0102_brchw01	1	2
251	TL_CR_M0102_crcv01	TL_SC_M0102_crcv01	CR 	M0102_crcv01	1	2
252	TL_DU_M0304_bridge_01	bridge	DU	M0304_bridge_01	3	4
253	TL_DU_M0304_bridge_02	bridge2	DU	M0304_bridge_02	3	4
254	TL_CA_M0304_tomb	tomb	CA	M0304_tomb	3	4

It's probably time I start cleaning my override folder.

Those Standard Castle and Crypt metatiles do not exist in my tileset package. If someone made those tiles, they are in a range that calister has reserved on the wiki. Also if they exist I'd like to get a hold of them so I can add them to the tileset package and give them a reservation. My tileset project follows the wiki reservations.


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#185
kamal_

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Thank you kamal, glad to see this tileset is so much enjoyed ^_^

 

Just a question about the new vault : I created an account to upload my work, but I didn't receive any answer so far. How is it supposed to work ? Is it the same process as the Nexus ?

You should have received an email at the account you signed up with. The vault admin said you were activated but haven't logged in. That approved email might have gotten stuck in spam filter.



#186
Calister68

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Still nothing... I checked the spam file, but there's no mail in it neither. Strange :huh:



#187
4760

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Those Standard Castle and Crypt metatiles do not exist in my tileset package. If someone made those tiles, they are in a range that calister has reserved on the wiki. Also if they exist I'd like to get a hold of them so I can add them to the tileset package and give them a reservation. My tileset project follows the wiki reservations.

Here's what they look like:

901-0-1437480395.png

 

Both are from Kalister68, coming from his "Pits and Entrances" pack.

 

 

I also found a lava tube metatile at row 84 (not sure if that came from the lava tube tileset, or if it was a work in progress, as I couldn't find it in your compilation):

901-1-1437480394.png



#188
Calister68

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These two metatiles (castle and crypt) are mine, they are part of the "pit and entrances" pack :lol:



#189
Claudius33

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I have seen the catacombs on the Nexus (and some other new nifty stuff from rjshae, 4760 and others on the New Vault), very impressive  :wizard:  . I can't promise, but if I find a way to include some of your new creations in my new mod (it must fit the story of course), I will.

 

My current haks are quite heavy already, I must say. Rjshae's decals are in.   



#190
kamal_

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Still nothing... I checked the spam file, but there's no mail in it neither. Strange :huh:


I'll get a vault admin to reach out to you here then.

#191
rjshae

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I also found a lava tube metatile at row 84 (not sure if that came from the lava tube tileset, or if it was a work in progress, as I couldn't find it in your compilation):

 

Yes, that was from the Lava Tube Tileset. It was relocated to row 84 in release 1.1, which is reserved for the purpose.



#192
kamal_

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Yes, that was from the Lava Tube Tileset. It was relocated to row 84 in release 1.1, which is reserved for the purpose.

Rather than discussing this in calister's tileset thread, let's move this over to my tileset project thread as that's probably the best place for this sort of discussion. Also, the wiki says that row 84 is per me, so I must have messed up because that's in the middle of the Deep Halls metatiles.

 

Edit: the lava tileset itself has the metatile at row 80, which was available in my tileset package (and I was missing the metatile). Looks like the reservation page was wrong, I've fixed it.



#193
kamal_

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Exactly, but apparently the conflict was for the Lava Tube tileset, which should have been on row 34 in tilesets.2da.

 

Why then do I have two metatiles (one for Standard Castle, the other one for CRypt)?

250	TL_SC_M0102_brchw01	TL_SC_M0102_brchw01	SC	M0102_brchw01	1	2
251	TL_CR_M0102_crcv01	TL_SC_M0102_crcv01	CR 	M0102_crcv01	1	2
252	TL_DU_M0304_bridge_01	bridge	DU	M0304_bridge_01	3	4
253	TL_DU_M0304_bridge_02	bridge2	DU	M0304_bridge_02	3	4
254	TL_CA_M0304_tomb	tomb	CA	M0304_tomb	3	4

It's probably time I start cleaning my override folder.

ok, I can explain this. Calister used row 250-251 for the pits and entrances metatiles, and also used the same rows for the two dungeons metatiles. It looks like you moved the dungeons metatiles to 252-253 to adjust for that. The catacombs metatile is on row 252 in the catacombs release, so you adjusted there as well.



#194
Calister68

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Oh, thank you Kamal for pointing this out. Not sure if I must do something about this, since the "pit and entrances" pack is so... old ^_^

 

Claudius : thank you for your comment, I'd be honored to see this tileset in your next module ! J'ai beaucoup apprécié tes précédents modules (même si je dois avouer que je n'ai pas tout fini  ^_^) et j'ai commencé Al Andalus récemment, mais je manque de temps pour progresser :/



#195
Calister68

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Just a few screenshots of a new tileset I'm working on. I suppose it's easy to guess the theme :lol:

 

scr01

 

scr02

 

scr03

 

There's not much else to show for now, as I've only built a few tiles.


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#196
Tchos

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I suppose it's easy to guess the theme :lol:

 

A drinking water purification station?  ;)



#197
Claudius33

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Impressive new screens, Calister. It reminds me Drakensang.

 

Switching to French : merci, c'est en effet l'éternel dilemne entre moder et jouer, pas assez de temps :rolleyes:.  



#198
Calister68

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Tchos : well, I would not drink the kind of water you could find in this place... even if it's supposed to be "purified" ^_^

 

Claudius : thank you !



#199
PJ156

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We're lucky to have you back and working on a new tile set :)

 

Not that it matters here but the channels would be best with a half circle bottom or better still, egg shaped. That way the flow velocity remains the same as the level drops. With a flat floor low flows will cause the ... let's call them particulates, to drop out as the velocity is not high enough to keep them in suspension. 

 

I suspect that your average adventurer or indeed, troll is not going to notice this but I just thought I would say.

 

PJ



#200
rjshae

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Imperial City Sewers? :)