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Enter the sewers


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#26
kamal_

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I'm glad to see this tileset is so much anticipated !

I'll try to satisfy as much demands as I can, but I'm not sure my skills will be good enough to meet the needs ^_^

 

Currently, I'm doing some lighting tests (with a new basement window - I think I'll rename this set "the basement windows tileset")...

 

Screen 1

Screen 2

 

Next thing to do : a large channel ! (with a lot of slime ?)...

 

edit : and this is the original tile.

Purty.



#27
Calister68

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I'm working on the first large channel tile, it should look something like this. With water.

 

As usual, I experience some camera issues with such high tiles :/


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#28
Tchos

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What kind of camera issues?

 

I like the one with water.  I'm going to interpret that scene as a crime investigation, where Aldanon and the dwarf are investigating the murder of a peaceful ogre mage whose body was dumped into the sewer.  :)



#29
Calister68

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What kind of camera issues?

 

I like the one with water.  I'm going to interpret that scene as a crime investigation, where Aldanon and the dwarf are investigating the murder of a peaceful ogre mage whose body was dumped into the sewer.  :)

 

Oh, that would be a good quest, even if the "peaceful ogre mage" part is not realistic ^_^

 

I just solved the camera issue, it was zooming to the pc when the view was close to the ground, as if the camera was blocked by the tiles edges. I solved the problem by renaming the floor piece (I just deleted the suffix _F).



#30
kamal_

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Oh, that would be a good quest, even if the "peaceful ogre mage" part is not realistic ^_^

 

I just solved the camera issue, it was zooming to the pc when the view was close to the ground, as if the camera was blocked by the tiles edges. I solved the problem by renaming the floor piece (I just deleted the suffix _F).

Try switching to _RF. _F defines a piece as the floor (_R for roof), otherwise the game treats it as a wall.

 

/ _RF is rotatable floor, used for tiles that have floors that do not cover the whole tile such as chasm edges.



#31
rjshae

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Yes, if you don't use either the _F or _RF suffix, you will need to set the Projected Texture flag on the part or the little highlight ring won't show up on the ground surface.



#32
Calister68

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Already done ^_^

 

The floor of my large channel tile is below the height of the standard tiles, I supposed that's why I experienced some camera issues. I found the solution by inspecting the shadow fortress tiles, which are similarly deep, there are no "_F" or "_RF" parts, the floors are treated as normal pieces, with the Projected Texture flag set on.



#33
kamal_

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Already done ^_^

 

I found the solution by inspecting the shadow fortress tiles, ....there are no "_F" or "_RF" parts, the floors are treated as normal pieces, with the Projected Texture flag set on.

Yes, that's why you can't retexture them... I fixed them for the tileset pack.



#34
PJ156

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That is pretty much exactly what I had in my mind. Most of my wish list on one screenshot.

 

PJ



#35
Calister68

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That is pretty much exactly what I had in my mind. Most of my wish list on one screenshot.

 

PJ

 

Good to hear it.

 

I'm currently working on a transition tile between the small-channel tiles and the large channel. I forgot to mention that I decided to make the small channels non-walkable, for several reasons, the main one being that this channel is really narrow, and make it walkable would cause major pathfinding problems.

 

In addition, I think that a non-walkable zone could be really fun in terms of gameplay, forcing the adventurers to find urgently a bridge to cross the channel while being pinned down by a group of archers posted on the other side... ^_^

 

Nonetheless, for those who would like to explore this channel, I suppose it'd be easy to make it walkable with a walkmesh helper...



#36
Tchos

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Yes, it's certainly workable either way, and depending on what sort of liquid we put in those channels, you may really not want to touch it.  The drainage system under a mad alchemist wizard's castle, full of corrosive materials and failed potion residues, perhaps, with a reimplementation of the old potion miscibility rules.



#37
rjshae

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I've got this memory of a sewer chamber that appeared to serve as a storm reservoir, only I can't remember what game it was in. (It might have been Drakensang?) Anyway, the room was circular, with a walkway around the outside and a wide pit in the middle for collecting the overflow. There were several doors around the perimeter connecting to the rest of the sewer. As you moved around it, the chamber was large enough for several separate encounters. There might have been crossover bridges as well.

 

Perhaps it could make for an interesting metatile? Maybe just a 2x2 quadrant of the chamber, then join four together?

 

Anyway, just a thought.



#38
Calister68

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Yep, that's the first metatile I thought of. I don't remember the sewer chamber you're talking about, but I'd be interested to see a screenshot if you find one.



#39
kamal_

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One of the Purgatorio metatiles sounds like that description.

#40
Hellfire_RWS

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I've got this memory of a sewer chamber that appeared to serve as a storm reservoir, only I can't remember what game it was in. (It might have been Drakensang?) Anyway, the room was circular, with a walkway around the outside and a wide pit in the middle for collecting the overflow. There were several doors around the perimeter connecting to the rest of the sewer. As you moved around it, the chamber was large enough for several separate encounters. There might have been crossover bridges as well.

 

Perhaps it could make for an interesting metatile? Maybe just a 2x2 quadrant of the chamber, then join four together?

 

Anyway, just a thought.

 

This sounds a lot like the DLA sewers for NWN

1114981384fullres.jpg



#41
rjshae

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Some of those NWN tilesets can have interesting tile groups for porting possibilities. Not always, but on occasion...

 

Here's the link.



#42
Calister68

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Thank you for the screen and the link. Is there only one image of this tileset ? Maybe I should install nwn again to see this one closer. ^_^



#43
Calister68

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Large channel is now accessible ! No stairs variant.


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#44
PJ156

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Nice tiles. If the player can see where the small tunnel comes out then a game of poo sticks is in order me thinks.

 

PJ



#45
Tchos

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Nice tiles. If the player can see where the small tunnel comes out then a game of poo sticks is in order me thinks.

 

...the pun...  :blink:



#46
Hellfire_RWS

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can anyone point me to a good tripod walk cycle video or something similar?



#47
kamal_

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can anyone point me to a good tripod walk cycle video or something similar?

Maybe this?

https://vimeo.com/5509920



#48
Hellfire_RWS

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Hmm, interesting, thank you.



#49
rjshae

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There look to be several different approaches.

 

https://www.google.c...ipod walk cycle



#50
Calister68

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Some screens showing the large channel tiles (sorry, no tripod involved here) ^_^ :

 

Screen 1

Screen 2

Screen 3

 

I'm happy with the way the pillars looks. I'll work on several variants for the walls, including some parts of pipes, but not many, as I don't want these sewers to look too modern.


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