Yeah, it's the internet. Thread hijacks kinda happens sometimes. I doubt it'll ever get so far off topic people will start ignoring me outright when I ask a question, so don't fret it.
'>
Wow, got alot of replies here...
RLCore Gothic stuff...
One of those is actually the one "pretty decent but limited" tileset I referred to back in my first post. Cool to know I have three to choose from now, but none of them quite fit in with the theme I had in mind. They're more..er...city Victorian, while I'm trying to go for something more backwoods and rustic. Which leads me to another quote...
Which, coincidentally, I was working on. But if the OP decides to make a Victorian tileset of his own, then that saves me the work altogether. So that's my agenda.
You're more than welcome to use and hack apart anything I make. Though you probably shouldn't rely on me completely, because my Victorian might be quite a bit different than what you want thematically. Once I start getting into this a little more, and learn my way around a bit better, I'll probably be willing to help throw out some models for other people's tilesets.
Okay, next up...
That will not work with NWN. It only accepts a single texture, or a single map on the objects...so, you could NOT lay the boards across the entire side, and then lay the windows on top. The windows would have to be split into a completely separate object
I think we're missing each other on the pass here, and talking about two different things. I think a visual example will help explain what I'm talking about...
These are overlapping UVs. As you can see, all sides of my awesome box are mapped to the same coordinates. One texture applied to the whole thing. I did this with the main body of my depot, where the front and back walls share the same space so I could use a larger single texture for both of them.
Now the only reason this worries me is because NWN is an older engine, and I've seen some older engines that absolutely freak right slap the hell out if each surface doesn't have it's own unique UV coordinates on the map.
I can work around it, but to maintain the resolution I've currently got going, I'd have to hack apart my models and make more UV maps. It'd suck, but it ain't the end of the world. I guess one plus would be that I could bake in some ambient occlusion if each surface has it's own space on the texture. That'd fall in with what Six was saying about painting in shadows up above.
Anyway, gotta cut this long post short, and reply to everyone else later. I'm running out of time, and this thing is already starting to feel like I'm writing a graduate thesis.
Modifié par Renzatic, 10 décembre 2010 - 09:12 .