Author Topic: Mines with lava caves  (Read 1220 times)

Legacy_Zwerkules

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Mines with lava caves
« Reply #15 on: July 04, 2011, 08:35:56 pm »


               There is a kind of fungi forest in Sen's underdark tileset here.
               
               

               
            

Legacy_UA DM

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Mines with lava caves
« Reply #16 on: July 04, 2011, 11:25:41 pm »


               Thanks for the link, I downloaded the tilet set and see some mushrooms in some of the tiles.  I was thinking of something more dense so that the toolset could be used to build areas where the player couldnt go through certain groups of fungi.  I remember some of the old AD&D modules with fungi forests in them (i.e.) D-1 Descent into the Depths of the Earth and D-3 Vault of the Drow.

UA DM
               
               

               
            

Legacy_Fester Pot

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« Reply #17 on: July 04, 2011, 11:32:01 pm »


               FP!
               
               

               


                     Modifié par Fester Pot, 04 juillet 2011 - 10:32 .
                     
                  


            

Legacy_DM_Vecna

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Mines with lava caves
« Reply #18 on: August 08, 2011, 02:02:13 am »


               I found some graphical issues with this tileset. I am not sure if it is user error. It does not happen in the toolset or the Dm client, just when logged in as a PC.
see here: 'Image
There seems to be some items just showing up black. I took everything out of my override. Added this area into your test module with the same visual settings as your area 5 and still the issue persists.

As for other features I would like to see. '<img'>
- a ramp in addition to the rocky stairs.
- the ability to place to cavern tiles next to each other against a wall. Currently you can only do every other.
- the ability to do a cavern and bridge from a corridor.
That is just from starting to build with it as opposed to the CEP caves/mines. Big thanks for the work though, your tilesets are slowly taking over more and more areas in my module

oh, also how can you take off the "raised" graphic. so players dont see that in game on those tiles
               
               

               


                     Modifié par DM_Vecna, 08 août 2011 - 01:07 .
                     
                  


            

Legacy_WebShaman

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« Reply #19 on: August 08, 2011, 09:40:02 am »


               How about some glow worms?  Or perhaps some glowing moss, lichens, etc?
               
               

               
            

Legacy_Zwerkules

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« Reply #20 on: August 08, 2011, 03:49:23 pm »


               The 'raised' was just there to make building easier because without it you couldn't see where tiles are raised. It was supposed to be replaced by a simple black one. If you replace tdm01_raised.dds by a simple black texture like ttr01_black00.dds the 'raised' text will be gone.
I'll do that in a later update and upload the tdm01_raised.dds and tga as separate files for the override folder which can be put there by builders to make building with this tileset easier.

A ramp will be easy to make. Far easier than the stairs.
'A cavern and a bridge from a corridor'... Do you mean a bridge from a corridor crossing a chasm?
I'm not sure what you mean by cavern tiles that can not be placed next to each other against a wall.

I have no idea what is causing the tiles to be completely black. I haven't seen that before. Is it only with raised tiles or does it also happen with standard Bioware tiles?

WebShaman, glowing moss is already there on a few tiles, but I'm not sure if it is turned on by default. It is tied to an animation loop and can be turned on and off in the tile properties.
One animation loop is for the glowing moss and one for 'the small dots of light'.
               
               

               
            

Legacy__six

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« Reply #21 on: August 08, 2011, 04:09:42 pm »


               Re: the blackness, check your pit-to-ground and plain pit tiles all have Visibility Node set to A. Otherwise they'll block vision, which they shouldn't. Pit-to-wall tiles shouldn't have any visibility node set, however.

Builders should be able to remove that in toolset by marking the area as an Exterior under Advanced.
               
               

               
            

Legacy_henesua

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Mines with lava caves
« Reply #22 on: August 08, 2011, 04:50:14 pm »


               Zwerkules, regarding the "raised" text which makes it easier for builders:
Maxam added a special builders only hak to either his versatile dungeons hak or classic dungeons. It turned on the special texture which made it easy to see raised terrain. Builders then remove that hak from module properties when they ship the module. That might make it easier for builders to solve this problem.
               
               

               
            

Legacy_Zwerkules

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« Reply #23 on: August 08, 2011, 05:34:22 pm »


               Thank you, Six. I set the visibility nodes for those chasm tiles that don't have an A path node and are not next to a wall to A now.
               
               

               
            

Legacy_DM_Vecna

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« Reply #24 on: August 11, 2011, 04:01:24 am »


               Hey Zwerkules, does this mean that you will be uploading this fix to the Vault?

@ _six I tried making the area "exterior" but the same issue persisted.
               
               

               
            

Legacy_Zwerkules

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« Reply #25 on: August 11, 2011, 03:26:40 pm »


               There'll be an update this weekend, but if you find any tiles all black that dont have chasms anywhere on them, tell me the name of the tiles and I'll fix them.
I've never seen any black tiles, so I have no way of finding out if there are some I missed.
               
               

               
            

Legacy_Tyndrel

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« Reply #26 on: August 29, 2011, 10:53:42 am »


               Is this update going to happen?  I am very impressed by what I've seen so far.
               
               

               
            

Legacy_Zwerkules

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« Reply #27 on: August 29, 2011, 03:30:12 pm »


               This update would already have happened if there hadn't been problems with the vault '<img'>.
I'll try again later.
               
               

               
            

Legacy_Zwerkules

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« Reply #28 on: August 29, 2011, 08:52:37 pm »


               I uploaded an update now.
               
               

               
            

Legacy_henesua

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« Reply #29 on: August 29, 2011, 11:08:40 pm »


               Ah... it may take awhile to get there. I downloaded it and the file in the archive seems to have been last modified June 29, 2011 11:19 am. I'll give it a day. The vault takes awhile.