I just put together a lame set of moldy bread, and a broken bottle from my weapon collection became a table topper with position and rotation set so it lays on its side, showing more broken area.
Custom Content Challenge: September 2015: Filth
#26
Posté 06 septembre 2015 - 07:08
- OldTimeRadio et KlatchainCoffee aiment ceci
#27
Posté 07 septembre 2015 - 08:46
How about some grime VFX?
I find that VFX_DUR_PETRIFY makes some placeables look frost-encrusted in winter areas. How about something similar for dirt or slime?
Maybe something for ground cover, too?
Rather than make new placeables, it would be great to be able to "grime up" some or all of the existing ones.
It would be great if there were a reasonable colour match for existing tilesets and tile placeables, so that the placeables don't stand out like a sore thumb.
Sadly I don't even begin to have the skills to do this myself!
- Grymlorde et MerricksDad aiment ceci
#28
Posté 07 septembre 2015 - 02:52
I too think the individual tilesets should come with a palette range chart, and then have a group of placeables created specifically for that tileset. The alternative is to work harder with your fog/area lighting to make them blend together, and then retexture all the placeables with a more neutral color set.
- Grymlorde aime ceci
#29
Posté 07 septembre 2015 - 03:18
How about some grime VFX?
I find that VFX_DUR_PETRIFY makes some placeables look frost-encrusted in winter areas. How about something similar for dirt or slime?
Maybe something for ground cover, too?
Rather than make new placeables, it would be great to be able to "grime up" some or all of the existing ones.
It would be great if there were a reasonable colour match for existing tilesets and tile placeables, so that the placeables don't stand out like a sore thumb.
Sadly I don't even begin to have the skills to do this myself!
CG Textures has a Decals section with a set of alpha transparent textures that are useful for grime placeables.
- Proleric, Zwerkules et MerricksDad aiment ceci
#31
Posté 07 septembre 2015 - 06:32
here´s a filthy rhyme...
"oh lord eh hürzni de hatzni hörttt ihr mich sagen, bim bam bule....dik isn ehm öhmjek ne nix wit urzne"!
#32
Posté 07 septembre 2015 - 06:44
here´s a filthy rhyme...
"oh lord eh hürzni de hatzni hörttt ihr mich sagen, bim bam bule....dik isn ehm öhmjek ne nix wit urzne"!
Ich versteh kein Wort ![]()
- Zwerkules et boodah83 aiment ceci
#33
Posté 08 septembre 2015 - 01:45
Was doing some cheap floor tile garbage pieces... came across this problem. Anyone know how to remove the light reflection?

- Shemsu-Heru et Anamorphose aiment ceci
#34
Posté 08 septembre 2015 - 04:48
Was doing some cheap floor tile garbage pieces... came across this problem. Anyone know how to remove the light reflection?
1. Save it as a 24-bit tga or otherwise remove the alpha channel (if you want just a solid texture)
or
2. Modify the "reflection" column in placeables.2da to change "default" to "****" (if you want transparency instead of shininess)
- OldTimeRadio et MerricksDad aiment ceci
#35
Posté 08 septembre 2015 - 11:33
1. Save it as a 24-bit tga or otherwise remove the alpha channel (if you want just a solid texture)
or
2. Modify the "reflection" column in placeables.2da to change "default" to "****" (if you want transparency instead of shininess)
And make sure you have not set an opacity value on the mesh to less than 100% before exporting it. Alternately, an opacity value less than 100% on the texture itself in GMAX with no override material box checked will do the same. Been there, done that.
#36
Posté 08 septembre 2015 - 11:40
Another suggestion. How about a re-skin (or 2 or more) to change the dry wagon tracks(rural)/cobbles(city exterior) to being muddy. How muddy? Have a look at an ancient John Wayne movie called "North to Alaska" (particularly a certain fist fight scene).
<Edit>
Here's a link to the trailer for the movie where you can see the mud I am referring to.
TR
#37
Posté 09 septembre 2015 - 12:22

Texture fixed, thanks people. Covers 1 full tile square for ease of placement. Going to make some smaller mound meshes so that they can be added here and there to create chunks and piles of garbage. Should make a pretty convincing garbage dump when done.
- Tarot Redhand, Shemsu-Heru, KlatchainCoffee et 1 autre aiment ceci
#38
Posté 10 septembre 2015 - 10:02
What do you suppose a Drow sewer system looks like?
#39
Posté 10 septembre 2015 - 10:06
A cave full of kobolds and goblins
- rjshae aime ceci
#40
Posté 11 septembre 2015 - 02:29
Drow poop is white. Opposite of elves. Obviously it is the only thing in their society that looks holy.
- rjshae aime ceci
#41
Posté 11 septembre 2015 - 03:06
Drow poop is white. Opposite of elves. Obviously it is the only thing in their society that looks holy.
White? WHITE? That's a myth I tell you! A nasty rumor! Our crap is just like other elves and...umm...wait, did I just out myself? Never mind. Nothing here to see...
#42
Posté 11 septembre 2015 - 07:58
Drow poop is thrown outside of the walls where Myconids steal it away, along with any corpses or the like, to feed their mushroom communities.
... I wonder if I could spin a Gas Spore into this somehow. Hmmm...
#43
Posté 11 septembre 2015 - 08:03
I was thinking perhaps they have some type of spider tunnels where driders would attach sacks of spunk silk to the undersides of the elegant but eeevilll drow privies. (Briefly imagining a creepy drow privy made of black marble inlaid with a silver web pattern...) The driders can then drag the bulging sacks of snowy drow dung to the dumpster, whether it be the goblin kitchens or outside the city walls. Maybe the drow gently wipe their bums with brushes made of woven elf hair?
#44
Posté 11 septembre 2015 - 08:29
If you do some research on night soil, you should be able to fashion some really interesting (or not so much) night activity with commercial purpose, especially in a drow city which would definitely have somebody specializing in resource management, right down to the dung level. Myconids cannot live on Rothe dung alone.
#45
Posté 13 septembre 2015 - 04:52
Sadly, I read that these are hard-coded, so not possible to make new ones for SP, though NWN-CX has done something like this I believe?How about some grime VFX?
I find that VFX_DUR_PETRIFY makes some placeables look frost-encrusted in winter areas. How about something similar for dirt or slime? ...
#46
Posté 13 septembre 2015 - 11:08
OK, I have made 20 small (60 game cm x 60 game cm) slime placeables. You can think of them as being giant's snot dribble sized
. After I took the illustrations below, which feature 19 of them, I found a single brush that was suitable to make another. Anyway, here is how they look in the toolset.

And three views taken in game.



While the majority of them may be green, these are not D&D green slime, just something you could script for slipperyness. Also, if anyone wants to use the textures for something else, I have the original large psd files that I made. So just pm me if you want.
Finally a quick question - How tall are normal interior walls as I have a half dozen wall textures with varying amounts of slime on them. These textures are 512 x 512.
TR
<edit>
Ooops, nearly forgot. At the moment these just ordinary placeables. I can convert the models so they will also glow in the dark. The question is, should I?
- The Amethyst Dragon, Squatting Monk, OldTimeRadio et 4 autres aiment ceci
#47
Posté 15 septembre 2015 - 10:42
Thanks for the "likes" guys but I really could do with the questions I posed being answered. Here are 7 reasons why.







The above are all horizontally seamless textures made using my slime textures overlaid on Pstemarie's wall textures that were posted in the Project Q v2.1 thread. In order to make slimed wall placeables I need to know the normal height of interior walls. So can someone please tell me.
TR
- Pstemarie, OldTimeRadio, NWN_baba yaga et 3 autres aiment ceci
#48
Posté 15 septembre 2015 - 11:53
I think the answer is that there is no normal height. So instead of trying to make wall-height placeables, release your textures as is, for use as splotches, or replacement textures for existing splotches. That way, people who just want a texture override for a scorch mark, can choose your texture when they recolor a tileset.
The cave set walls are usually concave or convex, so flat wall panels won't work there. The height of various dungeon sets differs by room.
Basically, having put a coat on Pstemarie's wall textures (or any other textures for that matter) only lets people use your placeable if that texture matches their walls in brick or stone per foot ratio. I'd find it hard to make a placeable like this which fits every, or even many, tileset walls.
That being said, your slime/blood/purple funk looks awesome and would make a great option as just a stand-alone texture. Or make a much smaller version of the slime for walls, and allow variants, that way people can choose to place flat panel ones adjacent to another and fill up the wall.
If a human height is less than 2m, I would make your largest one 2m. Some tilesets have a height change of 5m at one time, others only 2m in some places. Offering a wall-hanger type placeable, which can be adjusted in z-position by the area builder, seems your best bet. Go the decal route, allowing the user to overlay your object to any textured wall.
Again, great textures. I really like the second and third ones.
Edit:
I think there is a type of splotch in the OC cave/mine tileset which is supposed to represent fungus or slime on the wall. It also seems to have a self-illumination color set, because I can see it in total darkness. If your texture overrode or otherwise was used as a similar wall-hanger, that would make a great slimy cave. I could be wrong, and it is in the OC underdark set. I know it is a wall part in an open cave room, not a tunnel. I'll see if I can find which tile it is located on.
- henesua aime ceci
#49
Posté 15 septembre 2015 - 04:34
While I totally agree, there is one little problem. For something to be included in the ccc it has to be fully working in game, which is why I need to make a placeable for each one. BTW (and FWIW), my original slime textures are 256 x 256 while the wall textures that I combined them with are 512 x 512. So my textures seem to scale well.
TR
- MerricksDad aime ceci
#50
Posté 15 septembre 2015 - 06:21
So if we need to adhere strictly, definitely do the 2m slime decals just so you can have them included as functioning. Us builders can manipulate the rest so that your greater idea is seen in our worlds. It won't go to waste, I assure you ![]()





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