Author Topic: new interior tileset  (Read 965 times)

Legacy_s e n

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new interior tileset
« Reply #15 on: May 30, 2011, 09:21:33 pm »


               I dunno if adding a few tile variations with tables and stuff like that is worth on a tileset that has its strenght on architectural variation (accomplished by creating tile variations for most of the possible mix of terrains and crossers). I mean, you'll always end with almost empty rooms, if you use this tileset the way you should
               
               

               
            

Legacy_Hekatoncheires

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« Reply #16 on: May 30, 2011, 10:15:29 pm »


               What I like to see and appreciate is a tileset builder providing freestanding placeables from parts of the tileset - example, walls. This allows me to partition an area into smaller rooms as I see fit.
               
               

               
            

Legacy_Karvon

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« Reply #17 on: May 31, 2011, 02:27:09 am »


               IMHO Adding placeables to a tileset hak generally makes it less user friendly, as then the builder has to edit 2da files to get it to work with whatever other haks in use. Thus, I greatly prefer tileset haks to be placeable free.

Karvon
               
               

               
            

Legacy__six

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« Reply #18 on: May 31, 2011, 03:15:12 am »


               I wouldn't normally even comment on something borrowed from another game, but I have to admit this looks pretty cool.

I'm curious about the doorways though. I'm guessing they're the wrong size to handle a NWN1 door, right?
               
               

               
            

Legacy_Estelindis

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« Reply #19 on: May 31, 2011, 03:22:28 am »


               Sen, my understanding is that it's much more efficient for the engine if as many placeables as possible are actually part of the tile (assuming, of course, that the walkmesh is edited correctly to reflect the additions).  I think that's why most tiles were designed that way.   Of course, it's great to have the flexibility of bare rooms (at this stage, most of us are a bit sick of the standard clutter), but it's also good to have the option to make an area look instantly lived-in.

Karvon wrote...

IMHO Adding placeables to a tileset hak generally makes it less user friendly, as then the builder has to edit 2da files to get it to work with whatever other haks in use. Thus, I greatly prefer tileset haks to be placeable free.

I think you misunderstand.  We are not talking about true placeables per se, but extra objects added to the tile model.  There is no compatability difference between bare tiles and cluttered ones.
               
               

               


                     Modifié par Estelindis, 31 mai 2011 - 02:24 .
                     
                  


            

Legacy_s e n

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« Reply #20 on: May 31, 2011, 12:01:04 pm »


               

Hekatoncheires wrote...
What I like to see and appreciate
is a tileset builder providing freestanding placeables from parts of the
tileset - example, walls. This allows me to partition an area into
smaller rooms as I see fit.


Karvon wrote...
IMHO Adding placeables to a tileset hak
generally makes it less user friendly, as then the builder has to edit
2da files to get it to work with whatever other haks in use. Thus, I
greatly prefer tileset haks to be placeable free.

Karvon


Estelindis wrote...
Sen, my understanding is that it's
much more efficient for the engine if as many placeables as possible are
actually part of the tile (assuming, of course, that the walkmesh is
edited correctly to reflect the additions).  I think that's why most
tiles were designed that way.   Of course, it's great to have the
flexibility of bare rooms (at this stage, most of us are a bit sick of
the standard clutter), but it's also good to have the option to make an
area look instantly lived-in.

Karvon wrote...

IMHO
Adding placeables to a tileset hak generally makes it less user
friendly, as then the builder has to edit 2da files to get it to work
with whatever other haks in use. Thus, I greatly prefer tileset haks to
be placeable free.

I think you misunderstand.  We are not
talking about true placeables per se, but extra objects added to the
tile model.  There is no compatability difference between bare tiles and
cluttered ones.


I do already have custom placeables for this set (windows and curtains) there will be placeable versions of chandeliers and lamps, probably light shafts and maybe something else like wall sections and pillars. I am not sure if I will store them inside the hak or they will go separated for builders to merge inside their placeable hak, anyway I will provide the necessary 2da rows to add to your placeables.2da. The fact is, if you dont want to edit the 2da, you just skip it... I see no issue, its just a + for people who like them, not a - for the ones who dont.

About the extra objects added to the tiles:I agree with Estelindis if we'd be talking of a small tileset with lets say just wall and floor terrains + doorway and corridor crossers (that should be a tot of 1+1+4+9+9+17=41 basic tiles variations). the issue is here there are loads of base variations to successfully merge floor main with all other terrains and crossers, so making variants containing objects for a small part of the basic tiles, its just almost useless since- as I said-  the power lays in the chance to paint things wherever you want, ex a window on a floor corner tile. adding objects its a long work, if you want to do it nicely (patience is not one of my traits), I just prefer focus on tessellation chanches and leave the placeable work to the builder '<img'> especially if the base tilecount is huge like this does

_six wrote...
I wouldn't normally even comment on something borrowed from another game, but I have to admit this looks pretty cool.
I'm curious about the doorways though. I'm guessing they're the wrong size to handle a NWN1 door, right?


thats what made me want to convert the nwn2 tleset, i randomly opened a tile in max and found the exact scale multiplier to convert and fit the 10x10 m tesselation with 3x2 doors of nwn: 11111,111 the woks are also in the mdbs, so i decided to convert those tiles, and while working over it, i found out there was room for something more than just a straight conversion, so i extended. the fact is I am starting to like the way nwn2 builders handled interiors, thats very versatile and allows to lightning speed mix and create new tile variants
               
               

               


                     Modifié par s e n, 31 mai 2011 - 11:03 .
                     
                  


            

Legacy_Bannor Bloodfist

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« Reply #21 on: May 31, 2011, 04:34:17 pm »


               Adding objects into a room already created, sure it adds an extra tile to the total count, but it is also VERY easy to create that tile, just take one already created, rename it, add your variation of whatever placeable you want, adjust the wok, bake (IE export) done.

Doesn't take much time, and yes, it makes it a better set all the way around.  Most tilesets have placeables already baked into them in some fashion (interiors anyway) and most folks end up wishing for a few rooms that were empty, in this case, you have them ALL empty and folks are asking for a few with placeables as static objects, to be added to the set.

It should be really easy to do that.  And No, you do NOT need to go your exponential route to accomplish it.  I don't think folks are asking that every tile get filled, just add a few variants to what you already have..

As has already been mentioned, placeables pre-baked into a tile take no extra processing power, but adding placeables into an empty room does.  The way the engine handles painting a room, it paints the tile first, and regardless of what is IN that tile, it is a single paint.  Whereas if you add placeables into an empty room, the engine has to paint the tile, then paint each placeable individually, the more placeables, the more paints.  This re-paint happens with every step the character takes..

Pre-baking sames a hell of a lot of processing.

I agree with SEN that having empty rooms gives the builder power, however, I also see the point that having some copies of those same rooms, filled with something also makes building much faster in some instances.  

In other words, having both options in the same set makes that tileset much more powerful/useful.
               
               

               
            

Legacy_Estelindis

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« Reply #22 on: May 31, 2011, 05:26:52 pm »


               Definitely, Bannor.  :-)  At the same time, I take on what Sen says about the size of the set.  I guess that anyone who desperately wants rooms with baked-in placeables can add them him/herself.  If you could teach me how to edit tiles, anyone should be able to learn!  *grin*
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #23 on: May 31, 2011, 05:44:56 pm »


               Heh... learning where to find things in Max is the biggest hurdle... the rest of it is fairly easy, but Max (either Gmax or 3dsMax) has a VERY long and steep learning curve.

Then figuring out what NWN can handle, since Max has sooo many powerful things in it that NWN doesn't use etc...

Oh well, just have to keep plugging away at things if you really want to learn, and remember that it takes time, lots of it, and patience (even more of that!) but it comes to you eventually.
               
               

               
            

Legacy_s e n

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« Reply #24 on: May 31, 2011, 07:25:32 pm »


               in fact im a bit worried by the tilecount, which is the 1st responsable of the increase of area loading time in servers. In fact, I think the set file isnt cached while the placeable 2da seems to, at least to my knowledge. this means every time your char jumps from an area to another, the higher the tilecount of the tileset, the longer the wait. we'll see if its possible to add soemthing once i have everything complete, though im all for giving priority for architectural geometries that cant get full justice by the simple use of placeables, like fireplaces (I like fireplaces, I want to make some more!)
               
               

               
            

Legacy_henesua

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« Reply #25 on: June 01, 2011, 12:22:20 am »


               While I prefer blank tiles, I have found that counter tops that are built into the tileset work nicely. Items in game can be placed on the table/counter top that is part of the tileset (as long as the wok mesh includes the counter top). Shadows also work better for these features. Placeables however do not allow items to stack on them on the fly.
               
               

               


                     Modifié par henesua, 31 mai 2011 - 11:22 .
                     
                  


            

Legacy_Shadooow

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« Reply #26 on: June 01, 2011, 03:39:20 am »


               

s e n wrote...

in fact im a bit worried by the tilecount, which is the 1st responsable of the increase of area loading time in servers. In fact, I think the set file isnt cached while the placeable 2da seems to, at least to my knowledge. this means every time your char jumps from an area to another, the higher the tilecount of the tileset, the longer the wait. we'll see if its possible to add soemthing once i have everything complete, though im all for giving priority for architectural geometries that cant get full justice by the simple use of placeables, like fireplaces (I like fireplaces, I want to make some more!)

thought that as well but many peoples around claims its not an issue
               
               

               
            

Legacy_s e n

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« Reply #27 on: June 01, 2011, 06:29:19 pm »


               Here's a new teaser, thats a feature I made today, a bit high on polys basically due to all those little columns, but nice.

img860.imageshack.us/img860/6839/sicstairtree.jpg
               
               

               
            

Legacy_lordofworms

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« Reply #28 on: June 01, 2011, 07:03:02 pm »


               i cannot wait for this bad boy! you know i always use your 'tilesets' in my PW, but this is soooooooo going in! that tree variation with the stairs is sweeeeeeet! and perfect for my tavern nestled deep in an forest.
               
               

               
            

Legacy_s e n

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« Reply #29 on: June 01, 2011, 11:49:49 pm »


               Worm if you in the building mood I will provide you a pre-release version so you can check it, see if everything works fine and maybe give me hints on future development!