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Sea Cave Tileset


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#1
rjshae

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This tileset port is far enough along now (at close to 100 tiles) that I thought I'd give a little preview. So here you go. It's not a perfect tileset by any means; I've had all kinds of issues with the use of transparent textures. But I think it will serve, at least for what I want to build.

 

preview01_zps6a8d8635.png

 

preview02_zps23cf0073.png

 

I've got a second texture ready that gives it a really nice stone grotto look, but now I'm having the same odd texture problems I had with the lava tunnels tileset. *sigh* Must be something to do with the use of transparent textures.


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#2
kamal_

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I tried using transparent textures with the standard interior tileset in order to make a "ghost" area. Didn't work....

#3
rjshae

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I tried using transparent textures with the standard interior tileset in order to make a "ghost" area. Didn't work....

 

I have to set the Alpha Test bit on the components in order for single-bit transparency to work.


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#4
Eguintir Eligard

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Good job rajesh. Can you upgrade the texture resolutions those are a tad ghetto

#5
Happycrow

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Sorry while I squee like a raving fangirl here, but WOW.  Nice work.



#6
rjshae

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Thanks. The strong point of the tiles is the number of variants, particularly for the open floors. The tiles are a modification of the old NWN cave set, so I can mix in a few variants from there as well, such as the stepping stone bridges. Textures are a bit of a weak point; I don't have a higher res. version available. But somebody can always reskin it afterward if they had an interest.



#7
Nagual

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Nice stuff.

The tought i had seeing it,the bridge/roof miss something to anchor the rope.



#8
rjshae

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Nice stuff.

The tought i had seeing it,the bridge/roof miss something to anchor the rope.

 

Yep, there are no rope anchors with the original tiles. NWN didn't include ceilings with the tilesets, so those were added in later as a mod. I can go back and add something along the ropes, like a metal tube. Just need to line it up right.



#9
Hellfire_RWS

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i still have the original cave tileset where i added ceilings. if you need the max files just let me know.


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#10
rjshae

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i still have the original cave tileset where i added ceilings. if you need the max files just let me know.

 

I'm already quite a ways along with this set, so re-doing all the tile ceilings at this point isn't appealing. Otherwise I'd be interested. Thanks. :)



#11
rjshae

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There are some entertaining exit tiles in this set--unfortunately none of the doors fit well, but a trigger can always be used.

 

NWN2_SS_111614_120754_zpsb89b5723.jpg



#12
4760

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unfortunately none of the doors fit well


Can't they be scaled? I think that's something I did once or twice.

#13
rjshae

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Can't they be scaled? I think that's something I did once or twice.

 

You can in the toolset. But I was told once that the scale of the doors gets reset when you're in the game. It's unfortunate.



#14
kamal_

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You can in the toolset. But I was told once that the scale of the doors gets reset when you're in the game. It's unfortunate.

iirc, usable doors scale, unusable doors do not scale. From the picture, would double doors fit?


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#15
rjshae

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iirc, usable doors scale, unusable doors do not scale. From the picture, would double doors fit?

 

It's just the right width for the Crosskeep Double Door, but that sticks up into the ceiling a bit. Sounds like it could be scaled down then. Good.

 

Ed.: Okay yes, I scaled the Z coordinate by ×0.7 and it fits snugly. Looks a little squished, but it works. Thanks.



#16
Tchos

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Placeable doors are also an option.  No scaling weirdness with them.



#17
rjshae

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The tiles from the Sea Caves set are complete, so now I'm adding in some of the tiles from the Caverns & Mines set; you can see them below in the form of a series of giant stepping stones across the cavern. (The texture from this tile set covers some of them with sand, but if you use the C&M textures then it is all stone.) After that, I just need to finish up the nine or so metatiles.

 

NWN2_SS_112314_195443_zps4b26c059.jpg


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#18
4760

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There are some entertaining exit tiles in this set--unfortunately none of the doors fit well, but a trigger can always be used.

 

NWN2_SS_111614_120754_zpsb89b5723.jpg

 

Living creatures the door frames have been based on?

901-1-1416990644.png

 

Some more work on the mermaid (smaller scales, and horizontal pattern). The model is based on the P_HHF skeleton, so clearly the walking and running animations won't work, but I suppose the swimming animations could be used instead.


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#19
Eguintir Eligard

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For God sake give her a clam shell bra!

#20
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Some more work on the mermaid (smaller scales, and horizontal pattern). 

 

For God sake give her a clam shell bra!

 

Here we go:

901-1-1417016434.png


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#21
rjshae

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Those look good. I can't imagine the giant octopus is going to be easy to animate though.

 

In the meantime, the Cave & Mine tileset has some unique tiles of its own, which I'm merging into the set. Not quite sure what type of beast this one is though--it looks like a cross between a rat and an ant...

 

NWN2_SS_112614_081344_zps4a7f6a76.jpg



#22
4760

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Those look good. I can't imagine the giant octopus is going to be easy to animate though.

Sure, it's not easy at all.

 

 

 

rjshae, on 26 Nov 2014 - 5:16 PM, said:

Not quite sure what type of beast this one is though--it looks like a cross between a rat and an ant...

Maybe it was what was called a bogstalker on the old vault?

901-1-1417023227.png



#23
kamal_

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Possibly a scrag (sea troll) face.

#24
Eguintir Eligard

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I'd have an easier time with a floating Octopus than the human animations. Btw the swim animations won't work for the mermaid as they are split feet. But surely with all you've done to date is no problem to make a mermaid like swim animation?

#25
Hellfire_RWS

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 Btw the swim animations won't work for the mermaid as they are split feet. But surely with all you've done to date is no problem to make a mermaid like swim animation?

 

Map the mermaid tail to just one leg of the skeleton?