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Enter the sewers


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#126
Calister68

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Thank you,

 

My work has slowed down these days, not because of a lack of interest, but because I just began to play Pillars of eternity. It's an amazing game so far, a real baldur's gate 3 in my opinion.

 

Anyway, I continue to build some tiles when I have some free time. Something I didn't anticipate is the huge amount of variant I'll have to make, in order to suit every possible situation : small channel, large channel, with or without stairs, with or without walls... so far, the end_hall tile has 23 different variants, and I think I'll have to build at least 10 more to cover all the possible combinations.


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#127
rjshae

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Yes, the first 70% or so of PoE was a blast to play. I'm waiting for the 2nd expansion comes out before I do a replay.



#128
Nagual_NWN

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That tileset has great design.Nice work.



#129
Calister68

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Thank you !

 

Here is a new metatile, a cave link :

 

scr1

scr2


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#130
Dann-J

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Thank you !

 

Here is a new metatile, a cave link :

 

scr1

scr2

 

A placeable wall that matches the sewer bricks would be useful there, so you can smash your way through and create the breach yourself. Or script a cut scene where something big and angry smashes through the wall for you.



#131
kamal_

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A placeable wall that matches the sewer bricks would be useful there, so you can smash your way through and create the breach yourself. Or script a cut scene where something big and angry smashes through the wall for you.

According to tchos you can swap tiles via script. I didn't know you could do that but I assume he is correct. This would mean no need for a separate placeable for that purpose.



#132
Tchos

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This is the kind of swapping I was talking about.  It's a trick along the same lines as NWN1's "tile magic", but as you surmise, it does not require a new placeable entry.



#133
Calister68

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I didn't know this trick ! What kind of script can do that ?

 

As for the brick placeable, I don't think it'd be very useful. Here is my metatile : as you can see, even with the hole filled with a placeable, the dirt and broken bricks would still be visible on the ground... not really useful for a secret door, I'd say. ^_^



#134
Tchos

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I based it on what they called "tile magic" code in the stock NWN2 scripts, which were left over from when they did a similar tile-swapping trick in one of the NWN1 expansions.  I just needed to adapt them to how NWN2 does things.  I can't seem to find where it was called "tile magic", but the important stuff is in x2_inc_toollib.

 

I think the broken brick placeables would be useful only if you also make a clean floor, etc., because we can spawn the broken bricks after the door is opened.



#135
rjshae

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Does it also rotate the walk mesh and collision meshes?



#136
Tchos

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Does it also rotate the walk mesh?

 

Assuming you're talking to me...  No, I know of no way to change a true walk mesh.  My use of this is to create visibly different areas for dynamically generated building interiors, with predetermined walkmeshes.  Different things will occupy the spaces, but the unwalkable spaces are always unwalkable, and vice versa.



#137
rjshae

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Assuming you're talking to me...  No, I know of no way to change a true walk mesh.  My use of this is to create visibly different areas for dynamically generated building interiors, with predetermined walkmeshes.  Different things will occupy the spaces, but the unwalkable spaces are always unwalkable, and vice versa.

 

That's unfortunate. Thanks.



#138
Calister68

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I'm working on a stairs_up tile, usually one of the most difficult tile to build in a tileset (except the metatiles).

I wanted to see how it looks with steel stairs. Interesting, but I'm not sure it's better than the usual stone steps.



#139
rjshae

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Just throwing a random thought out there: how about a stairs up tile consisting of a sloping sluiceway with slowly rising stone steps along the sides, leading up to a platform where there is a metal rung ladder along the wall? The top opening of the sluiceway could be blocked off by a metal grating. Would that be useful?

 

It might be interesting to have a non-animated door consisting of a set of metal rungs, forming a wall ladder. That way the builder could configure it for an area transition.



#140
Calister68

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I'm not sure to see what you mean. Do you have an image of this kind of structure ? Is it simply a bricked slope along the sides of the room ?



#141
kamal_

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I'm working on a stairs_up tile, usually one of the most difficult tile to build in a tileset (except the metatiles).

I wanted to see how it looks with steel stairs. Interesting, but I'm not sure it's better than the usual stone steps.

I like that tile just from it's shape. As for stone/metal, I'll leave that up to you.



#142
rjshae

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I'm not sure to see what you mean. Do you have an image of this kind of structure ? Is it simply a bricked slope along the sides of the room ?

 

Well, if you'll pardon the crudeness of the sketch, something very roughly like this:

 

scan0001_zpstwlqzgeg.jpg

 

where the sluice merges into your narrow channel. It probably looks a little steeper than I'd intended it to.


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#143
Calister68

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Ah, interesting design. I would change some things, however, for example making a cascade instead of a slope, and putting stairs only on one side of the channel.

As for the non-animated door, I'm not sure it would work. If I'm not mistaken, this kind of transition area door is replaced by a dark patch when you open it (like the stock cave entrance door, for example).



#144
Calister68

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The new stairs up tile.

In game, with some lighting and placeables.

 

I'll make a variant with a ladder instead of the door.


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#145
PJ156

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That is stunning Calister. 

 

PJ



#146
andysks

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Great job!



#147
Kanis-Greataxe

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Very nice



#148
Calister68

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The metal rung ladder is almost finished :

 

- scr01

- scr02, in game, exploration mode.



#149
rjshae

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It looks good to me. The dwarf could have a struggle trying to climb it though... we'll need to find a hoist. :P



#150
Calister68

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Work is progressing well on the spiral stone stairs. I'll try to place a round grate in the middle of the room, just to see how it looks like.


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