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
'> 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 .