Aller au contenu

Photo

Kamal's Tile project issues


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages

First I wanted to check if the Callister dungeon is a limitation?

 

It seems to have elf and some other textures set as default, but it looks like the original callister no matter what and is not tintable.

 

 

Second, I tried to modify the standard caves DDS files that come with this project (kamals cave01), from brown to grey, since they don't tint grey with a brown base which I find very limiting considering most caves are grey rocks. I now have those textures grey in my override Kamal Tiles folder, but in game they are still brown (but tintable brown... it makes no sense).

 

 

 



#2
kamal_

kamal_
  • Members
  • 5 254 messages

First I wanted to check if the Callister dungeon is a limitation?

 

It seems to have elf and some other textures set as default, but it looks like the original callister no matter what and is not tintable.

 

 

Second, I tried to modify the standard caves DDS files that come with this project (kamals cave01), from brown to grey, since they don't tint grey with a brown base which I find very limiting considering most caves are grey rocks. I now have those textures grey in my override Kamal Tiles folder, but in game they are still brown (but tintable brown... it makes no sense).

Calister's dungeon is not retexturable, it's a limitation due to Calister using many texture files for the tileset. As far as the 2da goes that might have been intentional, as tile objects that use non-2da texture names can not be retextured. The tileset could be made retexturable, but it the texturing would only apply to a limited number of surfaces due to texture naming. The fact they are not retexturable is listed in the project description (I just double checked to make sure I hadn't left that pertinent bit of info out accidentally).

 

As far as the standard cave dds issue you are experiencing, it is likely there are multiple copies of that texture file in my package, I intentionally included all required textures for each tileset in each textures/tileset folder even if there was duplication. I made that decision so you couldn't delete a tileset and it's associated texture folder that you didn't plan on using and suddenly have a bunch of missing textures for a different tileset you were using. (RWS tilesets share textures a lot)



#3
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
So there should be other cave files in your set not just the built in ones?

#4
kamal_

kamal_
  • Members
  • 5 254 messages

So there should be other cave files in your set not just the built in ones?

What I mean is that other tilesets may also have used the default cave tileset textures, so caves.dds or whatever the default texture is called may exist in multiple folders. If for example caves.dds is used by both RWS Deep Chasm and JimBob's Dungeon of Doom tilesets, then caves.dds will exist in the texture folders for each of those tilesets.

 

To test things out, you can rename your texture to something else and add the new texture name as a line to the tilesettexture 2das. This would make it available as a retexturing choice, aaaa_Eguintir_cave.dds or whatever. The textures need the 2 letter tileset code row in the 2da, but this code is irrelevant except merely as a suggestion of tileset to use it with, unless you indicate your texture as the default texture for a tileset. Adding new tile texture options turned out to be by far the easiest part of the project.



#5
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages

What do you think of altering the cave colours (the real colours, not the tint map) to grey in your tileset?

 

I did easily by simply desaturating the colour all the way. A base mid grey gives you the full rainbow of colours you can tint, not to mention grey. With brown as your base, shades of grey control only the brightness of the brown. Seems a shame to lose grey (and no idea why the NWN2 team decided rocks were brown anyway) as a colour option for a cave tileset.

 

I can certainly do this myself for my uses but thought it might be a good idea for others who use the set.



#6
Dann-J

Dann-J
  • Members
  • 3 161 messages

That would be an excellent idea. The stock mines look like they've been dug into loose dirt rather than rock. Using coloured light sources can partly compensate for the brownness, but the area map always remains the original brown colour. At least you can swap textures in the stock caves - although full tintability would widen your options considerably.



#7
kamal_

kamal_
  • Members
  • 5 254 messages

I agree it's a good idea, I wanted to preserve the stock looks. I wanted to give options but not make any kind of value judgement on aesthetics. (if I was making aesthetic value judgements, I wouldn't have included some of the tilesets) I suggest releasing the texture as an overriding option on the Vault. Another perhaps better option would be to change it to a non-overriding texture name, post it here, and I could include it in the 2das and credit you for the texture (please make the name descriptive for builder ease). That would preserve the look of any areas already built by people, while giving them this new option.



#8
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
Ok can do. But I wouldn't call it changing Aesthetic... People can still get that brown by to tinting brown just not vice versa.

I made fatties clothes and skin all grey and it's been fantastic how tintable he is.

Anyway I'm on the case!

#9
PJ156

PJ156
  • Members
  • 2 985 messages

When I did this I got some mixed results on placeables. The colours come out cold and flat. If you want the final result to look warmer the change to sepia or put a light sepia brown layer over the texture after de-saturating it. That will warm up the end result, at least, it does to my eye.

 

PJ