This set also reminds me of the dungeon set used in the IWD expansion for the area under the helm temple. I'm looking forward to seeing the textures on this
PJ
This set also reminds me of the dungeon set used in the IWD expansion for the area under the helm temple. I'm looking forward to seeing the textures on this
PJ
Here's two variants of the hall end stairs down tile. I'm pleased with the way the one on the right turned out. The left one seems a little too crowded, although it works all right.

Both are good. I like the wider one better, it's more formal looking. I really like the overall feel of this tile set. I'm looking forward to seeing it with its clothes on.
I like to use the flat area on either side of the stair down or up to place objects. Perhaps bookcases or work benches, false walls on occasions to create a half width stair. The pillars stop that happening unless you use statues?
That sort of begs the question for me; are the pillars placeable or are they a part of the tile? The latter might be more limiting than letting the builder choose where to put them?
PJ
Thanks PJ. I'm resisting texturing the set for now as I need to use the grid lines to keep the UV-mapped texture lined up and scaled properly. I know it looks a bit surreal at the moment. ![]()
The pillars are part of the tile as they support a matching arch in the ceiling. But for each variant with standing pillars, I have a second variant in which they are recessed into the wall. I'll look into making a third stairway variant that's a mix of the two styles so it can be used for placeables along the sides.
Whew, I finally made it: every tile now has at least one variant; 143 tiles in total. Next up are a few oddball variants I'd like to include such as wide doorways and corner stairs, then some specific metatiles to wrap it up.
Here's my attempt at a distinctive stairs up tile. Hopefully it'll look better once it's properly textured.

I must have messed up the screen shot settings somewhere along the way; I'm getting a lot of jpeg compression artifacts now.
Ed.: I think I spotted what I didn't like about the stairs above; I need to have the base of the stair sides flare out a little, just like the outer walls. That way it will look more organic.
I've been testing the texture swap feature with the estate texture in order to make use it works properly within the game. (Yes, it looks a little weird right now; almost like a sci-fi tileset.) All of the retexturing issues have been addressed now, except for the one tile at lower right. The game engine just doesn't seem to like texture swapping when there are parts with different textures. Not sure I can do about that one... ah well.

I've been testing the texture swap feature with the estate texture in order to make use it works properly within the game. (Yes, it looks a little weird right now; almost like a sci-fi tileset.) All of the retexturing issues have been addressed now, except for the one tile at lower right. The game engine just doesn't seem to like texture swapping when there are parts with different textures. Not sure I can do about that one... ah well.
If the texture names on a tile part aren't the ones established in the texture 2das as the default textures for the tileset, swapping won't work on that part.
If the texture names on a tile part aren't the ones established in the texture 2das as the default textures for the tileset, swapping won't work on that part.
The textures of the near part of the tile do have the right texture files. It's just that the far part is using the texture files from the cave set. That seems to confuse the engine.
The textures of the near part of the tile do have the right texture files. It's just that the far part is using the texture files from the cave set. That seems to confuse the engine.
Hmm, the other tilesets that have transition tiles like that don't have the issue, the 2da default textures will still change properly. If you send me that tile I can compare with the other tilesets and probably figure it out.
Hmm, the other tilesets that have transition tiles like that don't have the issue, the 2da default textures will still change properly. If you send me that tile I can compare with the other tilesets and probably figure it out.
It doesn't show up in the toolset. You have to be running the game with a swapped texture.
Here's the tile if you want to look at it: TL_IT_HHHH_08
Okay, here's the second non-default texture -- marble, with blue-green tinting applied:

The default texture will, of course, be an ice look.
So... this gave me an idea for a mini-collaboration project. If anybody wants to produce a nice texture set for these tiles, I could include them in the release and list your name in the credits.
What do you think? Would anybody be interested in this? ![]()
I can package up the current hakpack and 2da files, make them temporarily available, and you'll have maybe 2-3 weeks to put together your work. Here is what my test textures look like, which will give you an idea of the map fields you'll need to complete:

Note that most of the wall and ceiling fields are build with horizontal wrapping in mind, so you'll need to take that into account.
I will give it a go, I like to play.
Also it will be fun to visualize something new for this set. I don't see ice I see other things.
PJ
It doesn't show up in the toolset. You have to be running the game with a swapped texture.
Here's the tile if you want to look at it: TL_IT_HHHH_08
Just saw this post. Downloading the tile in question.
I will give it a go, I like to play.
Also it will be fun to visualize something new for this set. I don't see ice I see other things.
PJ
Great! Here's the WiP tileset along with my test module and the 2da files:
I look forward to seeing where you take it. Thanks. ![]()
If anybody else is interested in participating, please grab a copy.
Great! Here's the WiP tileset along with my test module and the 2da files:
I look forward to seeing where you take it. Thanks.
If anybody else is interested in participating, please grab a copy.
I tested with this, making a new area and placing down tiles. The retexturing issue with the Ice-Cave transition tile is working correctly. Whatever the issue was, it's resolved.
I tested with this, making a new area and placing down tiles. The retexturing issue with the Ice-Cave transition tile is working correctly. Whatever the issue was, it's resolved.
Maybe then it's another nVidia weirdness issue with my PC. Dang it.
Thanks.
Maybe then it's another nVidia weirdness issue with my PC. Dang it.
Thanks.
I have an nvidia gtx 760 card with the 337.88 driver according to the control panel. There was definitely an issue before, but it's gone now.
it wouldn't be complete without some corner stairs. This one is curved, so it was a little tricky to do. But I think it worked out all right.

These are beautiful.
These are beautiful.
Thanks. Yes the marble texture worked out very well. Time to try a couple more texture types, I think.
This shot actually combines two 2x1 metatiles. At the back is a round wall piece, while the center section is a floor recess.

Just one more planned metatile to go now, and then the set is complete. Seems like there might be 1-2 more metatiles that could be worth doing though...
Two more metatile added. At top is a curved corridor (actually two 90-degree curved corridor metatiles); the bottom shows a modification of the recessed metatile with a downward stairway.

With that, my task of producing a facsimile of the Ice Temple in IWD2 is complete, apart from the actual texture. It should be possible now to reproduce the two interior levels, at least to a certain degree of similarity (with the addition of placeables).
I'll be glad to finally wrap this up; it's taken much longer than I planned. ![]()
Here's the tintable wood texture in action:

Really must set aside some time to play with the textures on these ![]()
Looking very good but, for me, the wood texture on the floor is too noisy.
PJ