Sea Cave Tileset
#26
Posté 27 novembre 2014 - 01:22
#27
Posté 30 novembre 2014 - 08:45
My sea caves need a beach entrance for smuggling, so here's a 2-tile metatile implementation. It's... well it does the job, so good enough. Now I need a 'wall of fog' effect to simulate the open sea.

#28
Posté 30 novembre 2014 - 11:10
That's an interesting idea could you use any tile where the floor slopes away though?
PJ
#29
Posté 01 décembre 2014 - 12:16
That's an interesting idea could you use any tile where the floor slopes away though?
PJ
No, it wouldn't match up with the edges of the other tiles in this set. For example, the sandy areas along the sides are raised up slightly.
Speaking of which, I should probably add a transition corridor tile for the standard cave set.
#30
Posté 01 décembre 2014 - 09:25
Now I need a 'wall of fog' effect to simulate the open sea.
Wouldn't the "fx_shoreline" placed effect fit? (you need SoZ though, as it's tagged "N2")
#31
Posté 01 décembre 2014 - 09:27
That's an interesting idea could you use any tile where the floor slopes away though?
No, it wouldn't match up with the edges of the other tiles in this set. For example, the sandy areas along the sides are raised up slightly.
Speaking of which, I should probably add a transition corridor tile for the standard cave set.
How about making it a placeable (with sand texture, rock texture, etc...)?
#32
Posté 01 décembre 2014 - 03:57
Wouldn't the "fx_shoreline" placed effect fit? (you need SoZ though, as it's tagged "N2")
It probably would, but what I want to do is to cover up the black tile line-of-sight background of the open tiles with a semicircle of thick fog. I.e. it's not the water I'm concerned about.
How about making it a placeable (with sand texture, rock texture, etc...)?
Well I've already made the tile.
But somebody could accomplish the same thing with existing placeables.
I could add a sandy floor placeable that is similar in function to the dirt floor.
#33
Posté 01 décembre 2014 - 04:04
#34
Posté 01 décembre 2014 - 04:10
Rjshae, I did tintable tile blocks, that would probably work for what you want unless you really want the fog. I use the tintable blocks for "light from outside shines through here" type spots.
Thanks. I want to have a fog-like transition, so thinning out with distance toward the viewer so that the fog is apparent next to the water. I'll probably have to use a combination of effects--fog emitters and alpha transparent planes. I could possibly use the tree planes to allow rotation, then apply a fog texture and add emitters at various distances. I don't think it will prove too challenging.
#35
Posté 03 décembre 2014 - 01:20
I've run into the same texture issue I had with the lava tubes tileset.
Here's what an area looks like in the toolset after I apply the alternate rocky cave texture:

Once in the game though, I start to see textures mixed in from the default set:

Arggh! I wish I could figure out what is causing this.
- I've eliminated all alpha transparency in the main textures for this test, so I don't believe that is the cause.
- The same problem occurs when I switch to using stock tileset textures, so I don't think it's the texture files.
That leaves just the tile models as the cause.
#37
Posté 04 décembre 2014 - 12:35
The sea cave tileset seems to use the same row in the tilesets.2da as the lava tubes, row 34. I downloaded lava tubes from http://neverwinterva...a-tube-tileset to compare. Row 33 is not used in my compilation tileset 2da, and I see you reserved 33-34 for lava tubes and sea caves.
Can you move one of the tilesets to a different row? The rows for the tiles.2da for lava are 2150 to 2195 and Sea Caves is 2200+, so my guess is you had meant tilesets row 33 for lava tubes and 34 for sea caves.
#38
Posté 04 décembre 2014 - 01:02
Oops, sorry. Okay I moved the Sea Caves entry to 33 since the lava tubes have been out longer. It's been updated to version 1.1. Thanks.
#39
Posté 04 décembre 2014 - 03:47
I've run into the same texture issue I had with the lava tubes tileset.
Arggh! I wish I could figure out what is causing this.
- I've eliminated all alpha transparency in the main textures for this test, so I don't believe that is the cause.
- The same problem occurs when I switch to using stock tileset textures, so I don't think it's the texture files.
That leaves just the tile models as the cause.
I just found this:
In the User defined properties. Type UIFlag = No_Cast_Shadows
If it does not have this flag set, the object will not light correctly in game
Where this doesnt work at all is on any tile that changes elevations, such as stairs up or down, or pit tiles or any other multilevel tile. In this case you need a;
Rotating floor:
The rotating floor does exactly that, when you rotate the tile in the toolkit, the floor rotates with the wall and roof geometry. In this case your floor geometry can be anything, the suffix for this type of floor is "_RF"
In the User defined properties. Type UIFlag = No_Cast_Shadows | Projected_Textures
If it does not have this flag set, the object will not light correctly ingame and projected effects circles like your targeting circles for area of effect spells and even targeting circles around enemies and npcs wont appear.
Source: http://www.rwscreati...topic.php?t=263
#40
Posté 04 décembre 2014 - 05:12
Thanks. I'm not really clear how these are connected to the texture swapping issue. Both the lighting and the projected textures seem to work as expected--I did walk through testing of the PT to make sure it works properly on all the tiles.
However, there is an interesting line in the source:
Make sure to read "How to set up a tile for texture swapping"
Unfortunately, the link no longer exists. It sounds like it could be useful.
Ed.: Aha! I was able to access the link here. I think I have everything set up as described, naming-wise.
Strange problem. The only significant difference I see between the tile models in this set and those in NWN2 is the height of the roof. But I believe I tested changing the roof height with the lava tunnels tileset and it had no effect on the occurrence.
#41
Posté 05 décembre 2014 - 01:50
Sea Caves is now supported by my tileset project. In testing I did not see the texture issues mentioned above.
- rjshae aime ceci
#42
Posté 05 décembre 2014 - 02:02
Sea Caves is now supported by my tileset project. In testing I did not see the texture issues mentioned above.
Thanks. I'll have to give it a test on my older Win7 box and see if it has the same texturing issues.
#43
Posté 07 décembre 2014 - 03:00
Sea Caves was updated to v 1.2, so I've updated the tileset project with v 1.2.
- rjshae aime ceci
#44
Posté 30 janvier 2015 - 06:49
I can't imagine the giant octopus is going to be easy to animate though.
I'd have an easier time with a floating Octopus than the human animations.
Some progress on the octopus (see the other thread here).
make a mermaid like swim animation?
Next on the todo list, but I'm not sure I'll spend much time for the attack and death animations. Well, I'll probably make a basic one so the mermaid can be used as a hostile creature, but let's say in water fighting will be very limited!
- rjshae aime ceci
#45
Posté 02 février 2015 - 12:55
Next on the todo list, but I'm not sure I'll spend much time for the attack and death animations. Well, I'll probably make a basic one so the mermaid can be used as a hostile creature, but let's say in water fighting will be very limited!
Mermaids are lovers, not fighters. MerMEN, on the other hand, are nasty pieces of work. Those tridents aren't for collecting kelp.
#46
Posté 02 février 2015 - 06:55
Not so me thinks, mermaids are predators. They use a honey trap, but the end is the same ![]()
Mermen are more honest about the impending violence that's all.
PJ
#47
Posté 02 février 2015 - 07:07
Actually, I thought about making the blueprints match with mermaid rather using "Charm Person" and "Bard's song", but if the charm isn't successful, they will try to flee, or fight back the same way mermen do (except they'll be bare-handed instead of wielding tridents) if they're cornered.





Retour en haut






