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Sea Cave Tileset


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#26
Eguintir Eligard

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No not at all. Mermaids swim like a fish, tying the legs together would cause her tail to be twisted way left or way right doing a weird frog kick to the side. It's a simple matter to make a legs together tail woosh motion since he already weighted it that's the hard work part.

#27
rjshae

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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.

 

fig7_zpsc13492bc.jpg



#28
PJ156

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That's an interesting idea could you use any tile where the floor slopes away though?

 

PJ



#29
rjshae

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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
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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
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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
rjshae

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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
kamal_

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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.

#34
rjshae

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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
rjshae

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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:

 

toolset_zps38b5e4e3.png

 

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

 

ingame_zps82d3610f.png

 

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.



#36
rjshae

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The initial release of the Sea Caves tileset is now ready for download.

If you have an interest, please give it a try and see if you discover any issues that need fixing. Thank you.


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#37
kamal_

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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
rjshae

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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
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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
rjshae

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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
kamal_

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Sea Caves is now supported by my tileset project. In testing I did not see the texture issues mentioned above.


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#42
rjshae

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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
kamal_

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Sea Caves was updated to v 1.2, so I've updated the tileset project with v 1.2.


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#44
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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!


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#45
Dann-J

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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
PJ156

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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
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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.