Author Topic: Roofs for Bioware interior tilesets  (Read 772 times)

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« on: October 06, 2012, 11:39:57 pm »


               I am currently working on the Bioware interior tileset and started adding roofs.
By tomorrow I will have finished the corridors. The tileset is meant to override the standard
interior tileset (which means I had to work with tilefade ':sick:').

'Posted
               
               

               


                     Modifié par Zwerkules, 06 octobre 2012 - 10:40 .
                     
                  


            

Legacy_Bard Simpson

  • Sr. Member
  • ****
  • Posts: 276
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #1 on: October 06, 2012, 11:51:03 pm »


               Ooh, that is beautiful! It is rich and creates quite a mood. The override will make for some nice enhancement to old mods, too. 'Tis more fine work from you, good Zwerkules.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #2 on: October 07, 2012, 12:17:18 am »


               Woot! I love this. I was wondering when you were going to dive into this.
               
               

               
            

Legacy_Master Jax

  • Hero Member
  • *****
  • Posts: 618
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #3 on: October 07, 2012, 08:13:43 am »


               THANK YOU! THANK YOU THANK YOU! I have been asking for this for a long time! GO OVERRIDES! (^ , ^)
               
               

               
            

Legacy_Lovelamb

  • Jr. Member
  • **
  • Posts: 68
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #4 on: October 07, 2012, 01:06:34 pm »


               This looks great, but will it also happen to override CEP tilesets? I recently downloaded a cave roofs override which was said to work on the vanilla game tilesets, but it also worked on most CEP tiles for me. I'm building my module with both CEP and non-CEP tilesets and often find myself regretting some choice. '<img'>
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #5 on: October 07, 2012, 03:45:20 pm »


               any given (read single) tileset override will only affect tilesets based off of a given (read sngle) tileset.SET file.

Having said that, you also must realize that many tilesets are "expansions of / modifications to" original Bioware tilesets, meaning that they also use the same tileset.SET file.  So, you can end up with multiple areas being overridden by multiple overrides, and this typically causes the builder great pain.  If you build with a certain .SET file, then add an override of any type (.hak or in override folder) you then affect all areas in the module using the same original Bioware tileset.SET file.

Note:  tileset.SET refers to any of the multiply named tilesets individual .SET files, as in Bio rural ttr01.set or tin01.set or tin02.set which both refer to Original Bioware interior .set files.

SO, any override will only affect an area built with the same ttr01.set or tin01.set and will not direclty affect tin02.set as expamples.

The exceptions (always exceptions eh?) are when folks/authors/creators have re-named a tileset entirely as in all the tilesets (except one -see always exceptions) that CTP released, where we had completely renamed all tiles and .SET files so that our stuff would NOT damage areas created using original Bioware stuff.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #6 on: October 07, 2012, 06:41:06 pm »


               

Lovelamb wrote...

This looks great, but will it also happen to override CEP tilesets? I recently downloaded a cave roofs override which was said to work on the vanilla game tilesets, but it also worked on most CEP tiles for me. I'm building my module with both CEP and non-CEP tilesets and often find myself regretting some choice. '<img'>



The CEP tilesets won't be replaced by override tilesets for the standard tilesets, because they renamed their tilesets from tdm01 to zdm01 etc.
They haven't renamed the textures so those will be replaced. I don't see the problem though. The tilesets and all their tiles will still work, but they'll have better textures.
And if you want the CEP tilesets to use the standard textures because you like them so much, why use a tileset override?
               
               

               


                     Modifié par Zwerkules, 07 octobre 2012 - 08:23 .
                     
                  


            

Legacy_Lovelamb

  • Jr. Member
  • **
  • Posts: 68
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #7 on: October 07, 2012, 09:53:48 pm »


               I prefer these better looking tiles, but I have been using mostly CEP tilesets because they have more features than the standard ones. I'm not concerned that this override will upgrade the CEP tiles, I wish it would.
               
               

               
            

Legacy_Jez_fr

  • Sr. Member
  • ****
  • Posts: 460
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #8 on: October 08, 2012, 01:53:37 pm »


               Amazing the difference it does. Nice job Zwerkules, as always =) (do you sleep sometimes?)
               
               

               
            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #9 on: October 08, 2012, 03:08:03 pm »


               Looks really nice. I don't suppose there's any chance of a slightly grubbier, cobwebbed version (especially in the rafters), is there:innocent:?

TR
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #10 on: October 08, 2012, 03:24:44 pm »


               

Tarot Redhand wrote...

Looks really nice. I don't suppose there's any chance of a slightly grubbier, cobwebbed version (especially in the rafters), is there:innocent:?

TR


Certainly not this year. I have several other tilesets to finish.

Lovelamb wrote...

I prefer these better looking tiles, but
I have been using mostly CEP tilesets because they have more features
than the standard ones. I'm not concerned that this override will
upgrade the CEP tiles, I wish it would.


If you use expansions for the standard interior tileset, they will use the new textures too, but won't have the roofs.
If you can tell me which tiles you need, like the windows by Gaoneng, I can add versions with roofs to the tileset.
               
               

               


                     Modifié par Zwerkules, 08 octobre 2012 - 02:34 .
                     
                  


            

Legacy_Master Jax

  • Hero Member
  • *****
  • Posts: 618
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #11 on: October 09, 2012, 06:17:50 am »


               I second that! then we could use windowed models, or some other enhanced tiles, as overrides!
               
               

               


                     Modifié par Master Jax, 09 octobre 2012 - 05:19 .
                     
                  


            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #12 on: October 09, 2012, 10:04:40 am »


               good work, though I say those rafters are asking for a proper mapping '<img'>
               
               

               
            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #13 on: October 09, 2012, 11:49:00 am »


               @Zwerkules I really love your work so I hope you don't mind a very minor criticism from a confirmed pedant (i.e. someone who is pedantic). The direction of the grain on the curved beams is not quite right. As it currently stands they would (in RW) be very weak. If it is possible to use the same texture as you have used for the diagonal beams it would go a long way to correcting it.

TR
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Roofs for Bioware interior tilesets
« Reply #14 on: October 09, 2012, 03:15:33 pm »


               

Tarot Redhand wrote...

@Zwerkules I really love your work so I hope you don't mind a very minor criticism from a confirmed pedant (i.e. someone who is pedantic). The direction of the grain on the curved beams is not quite right. As it currently stands they would (in RW) be very weak. If it is possible to use the same texture as you have used for the diagonal beams it would go a long way to correcting it.

TR


s e n wrote...

good work, though I say those rafters are asking for a proper mapping '<img'>


 I think you are both talking about the same parts of the model which is part of the original Bioware model.
So far I have only removed texture smears on the walls and fixed countless misaligned vertices on the black parts
that appear when a neighbouring tile disappears because of tilefade. The walkmeshes were quite bad, too.
Not to mention the missing undersides of some meshes that become visible at a low camera angle.
There was already so much to fix that I forgot about those beams, but I'll remap their textures at a later point.

Edit: Since those beams are supposed to be curved beams, I'm considering the removal of the original ones and replacing them by higher-poly models that look more curved then those do.
               
               

               


                     Modifié par Zwerkules, 09 octobre 2012 - 02:40 .