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Illithid Hive tileset


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#26
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Note that in the NWN tile group, the goo is animated so it bobs up and down a bit. :)

The animated version is now ready:

901-1-1427021683.png

Left: embedded in the tile                                                                    Right: animated placeable

 

I noticed that the goo also moves up and down in the tubes (see the six rectangular boxes on each side of the brain?)

 

Please give it a try and let me know if you find any issues.

However, they don't appear in the tubes (as if there was no transparency). Since the transparency flag is set, I suspect the tl_ih_tentacles texture is not used on OBJ_TL_IH_m0303_vat_07, or the bottom part of TL_IH_m0303_vat should be detached and use tl_ih_tentacles texture instead of tl_ih_stonerim:

901-2-1427023475.png

 

901-1-1427023474.png


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#27
FaerzressSparkles

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The tileset is now available:

Please give it a try and let me know if you find any issues.

 

If I could give you 500 likes, I would!



#28
rjshae

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I noticed that the goo also moves up and down in the tubes (see the six rectangular boxes on each side of the brain?)

 

However, they don't appear in the tubes (as if there was no transparency). Since the transparency flag is set, I suspect the tl_ih_tentacles texture is not used on OBJ_TL_IH_m0303_vat_07, or the bottom part of TL_IH_m0303_vat should be detached and use tl_ih_tentacles texture instead of tl_ih_stonerim:

 

Yes, I didn't make the light crystal texture transparent as it is in NWN, since I've had horrible luck with transparent wall textures. I probably should have removed the inner goo tubes from the pipes since they don't show up anyway.

 

If I could give you 500 likes, I would!

 

Thank you. Good luck with your underdark adventure.



#29
kamal_

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There is a minor issue with the tilestexturesroof 2da not having the .dds as part of the texture name for the tileset. This prevents the tiles from having their ceilings retextured. Other than that everything works wonderfully.

 

Added support for the tileset in the tileset project (along with Barrows 1.2), including fixing the 2da texture name.

http://neverwinterva...tileset-project


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#30
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Yes, I didn't make the light crystal texture transparent as it is in NWN, since I've had horrible luck with transparent wall textures. 

I just did it, no worries. I'll include it as an alternative with the door, the brain and the restpod.

 

However, rotating the metatile (the one in your release I mean) gives strange results (I guess the reason is because the pivot is not at the center of the metatile): a black box (or rather several black planes) hides most of it after the rotation.


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#31
Dann-J

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The brain could do with a more aggressive normal map to really make those gyri and sulci pop. I'd turn up the specularity as well, for a nice gooey shine.

 

Just imagine a horde of zombies catching sight of a meal like that...


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#32
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901-1-1427099199.png


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#33
rjshae

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Nice, but... something seems a little amiss with the tentacle texture on the ground.



#34
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The texture around the pool is fixed.

 

At the moment, the four tentacles are still (animating them with the standard placeable animation process makes them look like NWN, with apparent segments). Making it a creature is not good either, as it won't stay in the pit (as soon as it becomes hostile, it'll move during combat).



#35
FaerzressSparkles

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The texture around the pool is fixed.

 

At the moment, the four tentacles are still (animating them with the standard placeable animation process makes them look like NWN, with apparent segments). Making it a creature is not good either, as it won't stay in the pit (as soon as it becomes hostile, it'll move during combat).

 

You can make creatures immobile and you can even fix their facing to one direction.



#36
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You can make creatures immobile and you can even fix their facing to one direction.

Even when attacked?

Don't forget we want the idle animation to continue to run (immobile here does only mean no walking, running, fleeing, so freezing the Elder Brain is not an option).

 

Anyway, here's the Elder Brain as a creature:

901-1-1427123246.png

 

901-2-1427123246.png

 

901-3-1427123247.png



#37
rjshae

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Is there a zero option for the movement speed? Or maybe a setting in the 2da file?



#38
FaerzressSparkles

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Even when attacked?

Don't forget we want the idle animation to continue to run (immobile here does only mean no walking, running, fleeing, so freezing the Elder Brain is not an option).

 

Anyway, here's the Elder Brain as a creature:

901-1-1427123246.png

 

901-2-1427123246.png

 

901-3-1427123247.png

 

Yes, even when attacked. I made a script like that for a creature once, I will try to find it in one of my old builds. I know it can be done.



#39
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Is there a zero option for the movement speed? Or maybe a setting in the 2da file?

I just put 0 in the cells "walk distance" and "run distance" in appearance.2da, we'll see.
If that doesn't work, I could still make the part around the pool not walkable, so it'll stay put.

#40
rjshae

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I suspect the Razorvine model has no mobility, so perhaps that may be useful for comparison.



#41
MokahTGS

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I suspect the Razorvine model has no mobility, so perhaps that may be useful for comparison.

 

The Razorvine model is a placeable, not a creature.  I use it extensively in Jabberwocky.



#42
rjshae

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The Razorvine model is a placeable, not a creature.  I use it extensively in Jabberwocky.

 

Ah, okay. My bad then.



#43
Dann-J

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Setting the walk speed in the creature properties tab to 'immobile' will stop a creature from being able to move from the spot, but otherwise animate properly. You also have to make them unbumpable. That's how I scripted the RWS ankheg.

 

You'll want to boost their melee attack distance in appearance.2da to ensure they have a wide attack radius, otherwise they won't melee against you unless you're right up close. Given the length of those tentacles, a long melee attack distance would be more than justified.

 

The downside to the 'immobile' walk speed is that the creature won't cast spells (although they will use some spell-like abilities granted via feats). You might have to create a custom AI script in order to have them cast spells in combat (like the one the quelzarn has in MoW). Or you can force their spell casting via one of their behaviour scripts (Heartbeat, OnDamage, OnSpellCastAt, etc).


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#44
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Thanks Dann-J, I didn't know the last part. Well, that pretty much solves it then.

#45
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The downside to the 'immobile' walk speed is that the creature won't cast spells (although they will use some spell-like abilities granted via feats).

That's the only part that needs to be done, all the rest is now running as expected:

901-1-1427462648.png

901-2-1427462648.png

 

For the above screenshots, an alternate metatile (so the bottom of the tubes is transparent), a brain creature with tentacles and an animated placeable (for the fluid and drainage animations) were used.


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#46
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Cool. I guess the elder brain dissolves when it is slain? :)

 

The released tileset should fix the problem with the ceiling parts showing.



#47
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Is there a zero option for the movement speed? Or maybe a setting in the 2da file?

I put 0 in the walk and run distance values, but that didn't work.

 

Setting the walk speed in the creature properties tab to 'immobile' will stop a creature from being able to move from the spot, but otherwise animate properly.

 

The downside to the 'immobile' walk speed is that the creature won't cast spells.

As I didn't want to rescript all the AI of this monster, I decided to look more closely at the movement rate, and found that in addition to "Immobile", "Slow", "Fast", etc... there also was a "NONE" option. Guess what? It's the same as Immobile as far as displacement is concerned, but contrary to Immobile, it still allows casting spells.  ;)

 

One last problem I discovered: the Character Mode is totally messed up. At first, I thought it was caused by the C2/C3 boxes I used for the goo, but I'm more and more led to believe it's coming from the metatile: rotating it in the toolset hides two-thirds of the object (as if the roof was not moving with the other parts); I don't have any issues with this mode in areas where this tileset is not used, and I'm quite sure I downloaded the latest version of the Illithid_Hive package but still get the "ceiling parts showing".



#48
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Cool. I guess the elder brain dissolves when it is slain? :)

Well, like all other corpses in NWN2  :P

 

 

The released tileset should fix the problem with the ceiling parts showing.

Nope. I tried with the original metatile you made, still showing.



#49
rjshae

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IOne last problem I discovered: the Character Mode is totally messed up. At first, I thought it was caused by the C2/C3 boxes I used for the goo, but I'm more and more led to believe it's coming from the metatile: rotating it in the toolset hides two-thirds of the object (as if the roof was not moving with the other parts); I don't have any issues with this mode in areas where this tileset is not used, and I'm quite sure I downloaded the latest version of the Illithid_Hive package but still get the "ceiling parts showing".

 

Okay, I'll do a check this weekend. Thanks.

 

When I tested it prior to the final release, none of the ceiling parts were showing:

 

fig6.jpg



#50
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Just look at the ceiling parts though. The problem with the Character Mode was definitely caused by the goo placeable (not sure if the reason was the C2 box was slightly too small [part of the mesh was outside] or if the C3 was too rough [as in "it was a smaller C2 box, and not a set of boxes closer to the actual mesh shapes"] - it's now fixed).