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Tileset Construction Kit


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#26
ColorsFade

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I love all the pits - I could put those to immediate and awesome use.  I am a graphics designer/web developer by trade, but i've never really gone far into 3D art.  Awesome work.

 

Same here. I love the pits... Going to have to download this just for those. I'm sure I can find a bunch of other uses for the rest of it though. 



#27
kamal_

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Same here. I love the pits... Going to have to download this just for those. I'm sure I can find a bunch of other uses for the rest of it though. 

The pits are from existing tilesets, they are not new creations for this project. I don't remember just which tileset (mines, standard castle extensions, and dungeon I think) but they are in the tileset project in the post before yours.



#28
rjshae

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See also: Pits and entrances by Callister; a very nice addition.



#29
kamal_

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Today I broke down some placeables some more and started fixing issues. The Dark Ruins wall arches are now available in separate bits (and make cool stuff when scaled up). The illithid arena tile is now separated into various dais placeables, and there are two spikes. I made a new placeable statue ( in the middle of the daises) by cutting out a section of wall and duplicating it with the opposite facing. The Deep Mines walkways only had support posts on one side because in the tileset they are attached to walls, so I broke out some of the support beams so you can put those in place to get support on both sides. Some placeables that had black caps at their tops because of tileset use now have texture (the short pillar). And at the top middle I broke out the platform from the Underwell metatile that rjshae made for the HoTU remake, so you can attach it to cliffs or buildings.

 

tck_plc_10.jpg


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#30
Sabranic

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Thanks!



#31
kamal_

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I've finished fixing all the black cap topped placeables. I need to learn more about walkmeshes as none of the walkmesh having objects (such as stairs) seem to work at all. I also need to learn how to get a texture assigned to an untextured part of an object.

 

monster face entrances, shark statues, and wave statue (cough for your Umberlee temple cough) from Sea Cave tileset . Plus various stuff from Sunken Ruins and Sigil.

 

tck_plc_11.jpg


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#32
rjshae

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I've finished fixing all the black cap topped placeables. I need to learn more about walkmeshes as none of the walkmesh having objects (such as stairs) seem to work at all. I also need to learn how to get a texture assigned to an untextured part of an object.

 

For placeables with a walkable walk mesh, you need to extrude the edges of the walk mesh downward to a large negative Z (-1000000) and pull the edge out slightly (~0.01) so the bottom vertices aren't under a mesh face. Doing so allows them to bake properly, stitching into the surrounding mesh surface. (To me it looks like it was built that way as a coding hack.) I've made a bunch of those walkable mesh placeables already as part of CSP, so let me know if you need some help.



#33
kamal_

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yeah I'll probably need help with that when I get that far. Right now I'm getting textures on blank tops. A big thanks to zwerkules on irc for the walkthrough, my test henge now has a proper textured top.

 

progress2.jpg


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#34
kamal_

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For reference, this error can happen if the name of a part of a model is too long, the top of the staircase part is showing as the question cube. I didn't count what was too long, probably 32 characters.

 

tck_plc_error.jpg



#35
rjshae

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Yes, the packet string fields are 32 characters long. For a RIGD packet like that, if you go past the end of the name, you would then be writing into the packet's diffuse texture field. That may be why you have a cube; it can't find a matching diffuse texture file.



#36
kamal_

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Various bits from the citadel and deep halls tilesets. That about wraps up the step of adding textures where the original bits didn't have them, such as tops for columns and sides for stairs. Next up is learning about walkmeshes so I can make the bridges and stairs and such actually walkable.

 

tck_plc_12.jpg


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#37
PJ156

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Some very cool new toys coming here :)

 

Thank you for the work Kamal_

 

PJ



#38
kamal_

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I pestered rjshae enough and he was patient enough that I finally got it in my brain how to make a walkmesh. I'm most of the way through the tile placeables, adding walkmeshes to bridges and stairs and such.

 

 

tck_bake.jpg

 

there's a web bridge in there, suitable for use as a Demonweb (cough, cough)

 

tck_bake2.jpg


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#39
kamal_

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Sent off for testing by someone other than myself.


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#40
rjshae

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The one thing I'd like to note is that the creature openings above (from the Sea Cave set) show clear faceting of the surfaces. If you do some judicious merging of the double vertices for those mesh faces, you should get better smoothing. (I.e. the vertices that just about touch each other at the corners of the faces that form the creature shape; not at sharp edges though.) Just a suggestion.



#41
kamal_

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I've corrected the first batch of reported issues and sent off v2 (0.2?). More v's will go out as needed since this is the first time I've made "new" placeables as opposed to pure reskins.



#42
kamal_

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Now released:

 

Vault: http://neverwinterva...onstruction-kit

Nexus: http://www.nexusmods...er2/mods/1037/?


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#43
Happycrow

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Hey Kamal,  apologies, because this starts to move onto toolsetting, but it's a walkmesh function in his placeables and I'm not quite sure it doesn't fit here either:  what would your solution for this be if you were making a small town and didn't want all the buildings in it to be only single-story?



#44
kamal_

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Hey Kamal,  apologies, because this starts to move onto toolsetting, but it's a walkmesh function in his placeables and I'm not quite sure it doesn't fit here either:  what would your solution for this be if you were making a small town and didn't want all the buildings in it to be only single-story?

I'm not sure I understand the question. It sounds like you want to be make buildings you can enter without an area transition?


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#45
rjshae

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I'm not sure I understand the question. It sounds like you want to be make buildings you can enter without an area transition?

 

Maybe a stairway along the side of a building that leads down to a cellar?


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#46
Happycrow

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Yes, that's one of the potentially really big things your system allows. Just the thing for longhouses and small villages.  But since the game doesn't support, that I know of, multiple walk-planes on the same Z axis, I was curious as to whether I was missing something or I'd need to do like rjshae suggested and basically just build in a transition somewhere.



#47
rjshae

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Yes, that's one of the potentially really big things your system allows. Just the thing for longhouses and small villages.  But since the game doesn't support, that I know of, multiple walk-planes on the same Z axis, I was curious as to whether I was missing something or I'd need to do like rjshae suggested and basically just build in a transition somewhere.

 

Unfortunately no, this old engine does not support multiple walk planes. Having overlapping walk meshes results in a bake failure. About all you can do is have duplicate areas with different walk planes, and figure out how to transition the creatures between them.



#48
kamal_

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What rjshae said. This project only adds placeables, and some of those placeables happen to have walkmeshes so they can be walked on like the stock balconies or bridges do. You still need to handle multi-floor buildings however you are already doing so.

 

You can always make something that looks like it's multi-level, but isn't actually, filling a space with crates or the like so you have two levels where the walkmesh doesn't actually cross.

 

skill focus (MSPaint):

 

block.jpg



#49
rjshae

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I did have this idea once to create some foundation pieces for the various stock buildings so that they could be positioned on narrow sections of uneven ground. It could include some variants that are fitted with cellar doors... :)

 

...or I could just add foundations to the existing building models, and give them different placeable IDs.


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#50
PJ156

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That's an issue I've fixed with BCD when I've come across it but foundation pieces would be very good to have.