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Illithid interior ceilings


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#1
rjshae

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I'm working on a port of the Illithid interior tileset. As part of the process, I'm adding in ceilings to all the displayed NWN tiles. It's about 80% done now, so I should be able to post the modified set soon. Hopefully they'll look reasonably attractive. :) No new textures have been added; it's all re-use.

 

module002_0001_zpsed2afacd.png

 

The giant brain chamber didn't work out quite as I wanted. But it's all right I think...

module002_0000_zps3e5e3d3b.png


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#2
Jedijax

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I'm really liking your approach. Can't wait to use it! Maybe I will finally replace the ones made by Hardpoints.



#3
rjshae

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Ack! Wish I'd known...



#4
NWN_baba yaga

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heh... the illithid interior... Good that someone works on that thing. I always wondered why the person was so BORED when designing that set. IT looks so boring and uninspiring and nothing seems to have at least a little bit of realism in it. Very depressing set and it´s the worst of them all. Even the city looks exotic compared to that tileset. At least the textures should be a little bit "surreal" dirty or laboratory like whatever. Just so it looks ok to adventure in it.

 

I imagine some "alien" like environment with pipe or cable like things along the wall that you cant realy make out. Grates in the floor and strange brooming noises and and and.


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#5
rjshae

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heh... the illithid interior... Good that someone works on that thing. I always wondered why the person was so BORED when designing that set. IT looks so boring and uninspiring and nothing seems to have at least a little bit of realism in it. Very depressing set and it´s the worst of them all. Even the city looks exotic compared to that tileset. At least the textures should be a little bit "surreal" dirty or laboratory like whatever. Just so it looks ok to adventure in it.

 

I imagine some "alien" like environment with pipe or cable like things along the wall that you cant realy make out. Grates in the floor and strange brooming noises and and and.

 

It does include a number of unfinished tiles; perhaps publication deadlines were pressing in...? :unsure: *shrug*



#6
_six

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Ceiling design on the corridors is really smartly done. Lieks.


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#7
NWN_baba yaga

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I hope you dont see any critics on you working on it. But i always think that specific creatures need a specific place where they live. It´s not some cave, forest or "wall" tunnel system. I dont even if illithids can see... maybe they use their telepathy anyway to create things so their environment must look pretty strange to us. Alien like, maybe the walls could use some "brain" texture or just a more biomechanical or alien like organic look that is creepy. These guys are torture experts too so blood, filth and sharp things here and there or hooks hanging down on chains etc.

 

The derelict interior PHoD just did must be perfect for them too.

 

And uhm wait if you know hellraiser i guess their strange hook hell might work too. Not that i suggest you change everything or so but if anyone realy wants to create a creepy place for them i think a mix between hellraiser/ alien look could work ;)


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#8
Verilazic

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I hope you dont see any critics on you working on it. But i always think that specific creatures need a specific place where they live. It´s not some cave, forest or "wall" tunnel system. I dont even if illithids can see... maybe they use their telepathy anyway to create things so their environment must look pretty strange to us. Alien like, maybe the walls could use some "brain" texture or just a more biomechanical or alien like organic look that is creepy. These guys are torture experts too so blood, filth and sharp things here and there or hooks hanging down on chains etc.

 

The derelict interior PHoD just did must be perfect for them too.

 

And uhm wait if you know hellraiser i guess their strange hook hell might work too. Not that i suggest you change everything or so but if anyone realy wants to create a creepy place for them i think a mix between hellraiser/ alien look could work ;)

Hellraiser would definitely be freaky.


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#9
rjshae

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BabaYaga, you may be right, but the Mind Flayer setting from BG2 was more of a stylized map than a hellish mess as well. Tastes vary. :) This one looks more like a sci-fi-ish/Spelljammer Mind Flayer dungeon to me.


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#10
rjshae

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Okay, I have what is probably a stupid question, so please pardon my ignorance. In the screen shot below, how do I add ceilings to the tiles with the columns? I'm not seeing a model that corresponds to that arrangement. (The closest is tii01_d05_01 -- the open floor tile.) Thank you.

 

module002_0000a_zpsb2e7924a.png


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#11
Verilazic

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Incidentally, you wouldn't happen to be planning on doing a similar run with the drow tilesets, would you? >.>


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#12
rjshae

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Incidentally, you wouldn't happen to be planning on doing a similar run with the drow tilesets, would you? >.>

 

There's already a set of ceilings for that tile set, so I wasn't planning on it, no. *shrug*



#13
Jedijax

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There's already a set of ceilings for that tile set, so I wasn't planning on it, no. *shrug*

 

Bummer. I was hopping you were as well.



#14
rjshae

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I added a dome to the Fighting Pit group by inserting the ceiling model in tile tii01_f08_01.mdl--the mid-point of the set. However, when I try to place the Group in the toolset I'm getting an access violation error. Alas, the future of this set is not looking good...



#15
PLUSH HYENA of DOOM

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If the columns on the Column Tiles fail to reach your ceiling height, why not just copy the column model, invert it and stick it on top of the existing column. Should reach the ceiling height, right? Then just give the tile a standard open floor ceiling. Not the most elegant solution, but WAY better than nothing. You could always use, say, the model from the Transporter Tile, inverted, and placed on the ceiling to give the column something to rise into. (Minus emitters, I think)

 

And for the Transporter Tile, definitely an inverted version of the transporter, preferably with emitters, on the ceiling above the ground one would give a very nice portal effect, especially with some dirty great PHoD Rubbish VFX plastered in between.

 

As for the problem with the Fighting Pit - since it doesn't directly link up with corridors and such ANYWAY, I'm sure the great majority of us would still love to get our hands on this set with ceilings, even if the Fighting Pit just got left unceilinged. Unceilinged? Is there such a word? No. Maybe. Well, now there is.

 

A nice successor to the Beholder Caves; it'd be a shame if this work were to be for nothing.


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#16
rjshae

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If the columns on the Column Tiles fail to reach your ceiling height, why not just copy the column model, invert it and stick it on top of the existing column. Should reach the ceiling height, right? Then just give the tile a standard open floor ceiling. Not the most elegant solution, but WAY better than nothing. You could always use, say, the model from the Transporter Tile, inverted, and placed on the ceiling to give the column something to rise into. (Minus emitters, I think)

 

Thank you for your observations.  :)  The problem is I don't know which tile that is; I can't find a model of it, so I don't know which one to fix. There is a tile with almost nothing on it in Blender but some positional markers. I don't suppose that could be it? I guess I could try adding a ceiling to that and see if it shows up in the toolset...



#17
rjshae

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Okay, I got it to work through a little manual editing of the mdl file--I took the original file and manually inserted the ceiling entries. Something must have become funkified during the export, I guess.

 

It's not much to look at, but there you go:

module002_0000b_zpsf5a8e3af.png

 

Might do a little more tweaking of the vertical side openings so they stand out better...


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#18
PLUSH HYENA of DOOM

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So... this nebulous tweaking activity - has it got anywhere yet?



#19
rjshae

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Oh yes, I finished that: just extended the dark stone up the chimney sides. Been a little busy lately 'cause of the IGN Vaultopocalypse, alas....


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#20
Jedijax

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wish it comes back...



#21
rjshae

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I was wondering, is there a way to prevent a tile ceiling from fading when your character passes underneath? Like an area switch? I don't see one, but perhaps I'm missing something obvious. Thanks.

 

(I ask because it would help me check the normal facings and ceiling edge matches by doing a walk through.)



#22
rjshae

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Now I'm getting an access violation error... list index out of bounds, when I try to place the Fighting Pit group in the toolset. Have to kill the toolset to get out. I tried subdividing the ceiling into smaller meshes, but it didn't make any difference. Kind of stuck at this point. :wacko:



#23
rjshae

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Okay, the first version is posted on the new Vault.



#24
Fester Pot

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Nice! Thanks rjshae! I use this tileset for a cutscene in a module I'm working on, so having the ceilings added will make it that much more complete.

 

My apologies if it gets migrated to Migrate Wizard at some point xD.

 

FP!


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#25
Pstemarie

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Looks good. If you want, I can take a look at the fighting pit and see if I can figure it out - it might be that the ENTIRE roof has to be attached only to one aurorabase to get it to work without crashing the toolset.


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