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Merricksdad's Middledark Tileset


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#226
Quevy

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Hello, I was very curious to see these contents, but when I try to open with aurora or loading into play all freezes and I have to close strong, with task manager.
I'm talking about your test module.
 
I managed to see all your work thanks to NWN explorer, but some models are heavy to also charge with that, for example, the bodies, the model 140/141 161 171 236
 
As soon as I have time I create a new area and play whit placeable.


#227
YeoldeFog

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I did also encounter this problem. It worked when I started the module "in-game", but it was a very long loading time, and first I thought it froze, but it didn't. 



#228
MerricksDad

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As mentioned, the load time is HUGE. Feel free to add them yourself to another module or area within the module. They're all prefixed with "DM" in the appearance dropdown. There are a few individual parts that take a long time to load. As you all agree, I think it is important that whoever uses most of these downsizes them before actually packing them into a PW module. If you look at the transparent Zhent merchant tents toward the end of the list, you'll see the tent tops have WAAAAAY too many polygons for what they're doing. Other models, like some furniture and barrels, are more realistic. I think this is because they got the content out of multiple prefab libraries they paid a third party for. Quality and usefulness varies greatly, as does completeness. As I mentioned, some of the models are backless and bottomless. Others are fully drawn.

 

I was able to load them 5 times back to back, both in the toolset, and in the actual game, and all I had was a long wait. No actual crashes, because I turned the mesh shadows off.



#229
rjshae

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Some of those Underdark models look like assets that mine and another NWN2 project I know of could use. Hope you don't mind if I pinch/port a few once you're done... :)



#230
MerricksDad

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I can't tell you not to use what I stole :)  hahahahahaha


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#231
rjshae

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I took a quick look using Neverblender. Unfortunately, it appears that the UV mapping may have become a bit messed up on at least some of them. (The bed [part 16] for example.) Probably the texture has been flipped vertically. Nice looking models though.



#232
3RavensMore

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As mentioned, the load time is HUGE.

 

:blink: You weren't kidding about the long load times.  The placeables look great though. 



#233
MerricksDad

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Finally got my computer set up again! So happy. Now I can devote the next week of 90+ temps to working on the dark cool caverns of the underdark... at least the areas without steam vents and lava flows.


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#234
MerricksDad

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Ok, so I went back to the drawing board somewhat on this tileset. I really wanted to get back to the prefab rooms idea I started with after playing SCL. So I grabbed a bunch of map icons again and then pulled some more from the SCL game files. I've got 25x three by three rooms, three 6x6 rooms, ten 3x6 rooms, and one 8x8 room. I also started over on the walkmesh as bases so I could make prefab walkmeshes that I can reuse. SCL uses each "room" base 2 to 7 times if you include all the swappable prefab sections. I was also able to pull the map patterns for "stairs" and ramps, so I have three +1 transition rooms, three +2 transition rooms, and so far, one +3 transition room. I also have rooms with internal height changes without external transitions. Five of those. This doesn't cover everything from SCL, and I'm taking creative license on these to the max, instead of just extracting their super duper high poly maps and putting them in NWN.

 

Now, to sort my concept art folders for caverns again, and then hop to it.

 

Update:

26x  3x3 rooms

11x  3x6 rooms

6x    6x6 rooms

1x    8x8 room

2x    5x6 rooms


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#235
MerricksDad

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Started working on a custom tile slicer and optimizer today. It has a few bugs, but it's finishing all the walkmeshes for me. A few more steps and it should all be automated for future tiles I build with this system. Right now, I'm running into the problem of sliced tiles having rotated face edges.So instead of cutting one direction across a poly, it cuts across the other. My material correction algorithm then swaps the material ID the wrong direction. Oh well. I guess some things have to be done by hand.

 

With this part complete, I can work on finishing touches to the actual tile groups, as well as making alt tiles for some of the larger groups. Just the groups alone, so far, is 760 some tiles. That's not even including alts at this time. If I were to duplicate everything SCL has in just one tileset, I'd be at about 3x that value already. Multiply for Drow Caves, Lava Caves, Crystal Mines, Mushroom Middledark, and Normal Caves and we'd be at 10000 tiles in this kit. Not likely to happen.


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#236
MerricksDad

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Woot! updated my detach all elements script to work on meshes instead of polys and it works faster, better, and harder now, also preserving poly crossing directions and materials, without any input.


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