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Enter the catacombs


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#201
Dann-J

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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.

 

It looks like a stormwater system.



#202
Tchos

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Polluted runoff in storm drains is often not much better than sewage anyway.  Especially if there are farms nearby.



#203
Calister68

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Imperial City Sewers? :)

 

Yep, you guessed it right ! ^_^

 

I used some textures of Tupoun' s sewer tileset (a portage of the Imperial city sewers of Oblivion, if I'm not mistaken), heavily modified to look more... well, like real sewers :lol:

 

And I took inspiration on some features you can see in this tileset. I'll make a post about it.


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#204
rjshae

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It'll be nice to have another option for sewers. Tupoun's set has some performance issues on my PC. I'm not quite sure why; perhaps a high poly count or large texture files?



#205
Calister68

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Yes, this tileset has a performance issue on my PC as well. I'd say it's a poly count problem, I opened some tiles, and the poly count ranged from 2000 to 4000 polys, and even more, which is quite high in my opinion. The poly count of my sewer tiles is typically around 500-1000.

 

I'm not sure the size of the textures could cause a performance problem, though.



#206
rjshae

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On that topic, I've been curious about whether the game engine will implement LoD components for NWN2 tiles. I haven't seen any of them in the regular tilesets, but I could see LoD parts being useful in some cases; particularly for small, higher poly parts.



#207
Tchos

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I'm not sure the size of the textures could cause a performance problem, though.

 

I believe the size of the texture is not as important as whether it contains mipmaps, because as long as it contains them, it will use lower-resolution versions of the texture at a distance.  TGAs and DDSs without mipmaps will use the same resolution at all distances.