Author Topic: ALIEN  (Read 3460 times)

Legacy_Shadooow

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« Reply #45 on: May 23, 2014, 09:12:56 pm »


               


My question is regarding the lava overlay across the top. Will that work or would you prefer that I add more faces and make it conform closely to the ceiling? Any other issues before I get too deeply into this? I'm not planning on adding any dangling blobs of lava, but somebody else can always do that later if they want. Thanks




Visually ok, no need to make it more complex.


 


But beware the tilefading, I had some issues with correcting tilefading in CPP project, the overlay fades differently and it causes some weirdness when using autofading. Cant remember details now but I was not successful with my attempts to fix it, its badly designed I guess.


 


Anyway, there were other tilefading bugs, major ones (missing black coverage when tilefading, faded meshes that shouldnt faded so I suggest to use the fixed files from my patch, can be downloaded here standalone.


               
               

               
            

Legacy_rjshae

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« Reply #46 on: May 23, 2014, 09:47:53 pm »


               

If I understand you correctly, you want me to update the Beholder Tunnel tile models with what you have in 1.71_tileset_fixes.zip before proceeding? Okay, I'll do that. Thank you.


 


Ed.: I only found on[e] 'tib' prefixed tile in the patch, so I inserted that. Should be good to go.



               
               

               
            

Legacy_rjshae

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« Reply #47 on: June 03, 2014, 04:38:30 am »


               

Okay, the lids are in place for the tunnel tiles, although the wall-ceiling seams still need a little more tweaking because the lava texture is peeking through in a few places. I tried it in the game, but the ceilings fade when I get close.


 


Here's a shot from the toolset, such as it is...


toolset_view_zps23dfa1df.png


 


Next up are the tiles for the big rooms.



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #48 on: June 04, 2014, 06:33:41 pm »


               

Damn... you've made me foam rabidly at the muzzle all over the keyboard... Hate when that happens.


 


Those tunnels are looking most impressive. I've already got three Tileset projects I want to use this for. Disgustingly, like a slimy parasite, I'm quite happy to let you do all the initial hard work... Can't run the prey down personally every time.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #49 on: June 04, 2014, 11:53:49 pm »


               

@ rjshae those tunnels look like they would marry nicely with Rolo's purple worms. Now where did I leave that bucket of slime....


 


TR



               
               

               
            

Legacy_rjshae

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« Reply #50 on: June 05, 2014, 01:54:59 am »


               

Mmm... they could be retextured to work with the stomach tileset. The bowel exodus, a quest with many twists... ':whistle:'



               
               

               
            

Legacy_rjshae

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« Reply #51 on: June 06, 2014, 04:45:42 am »


               

Here's a draft copy of the Beholder Caves tiles that have a ceiling added:


Please could somebody give them a try and make sure I haven't mucked something up? Thank you.


 


Once they're tested I'll copy them over to the Vault.



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #52 on: June 06, 2014, 10:36:23 pm »


               

Am testing, in so far as rabid foam allows... I'll let you know what I find when I've run round some lumpy tunnels in-game a bit, hunting for bugs and growling at them.


 


"Excuse me, sir, is this going to be a stand-up fight or another Bug Hunt?"


 


"All we know is that we've lost contact with the Tileset and a Xenomorph may be involved..."



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #53 on: June 07, 2014, 01:04:36 am »


               

TESTED - There now follows an Official Hyena Loony Bug Report...


 


Firstly, thanks for doing this - I know you didn't JUST do it for my benefit, but thanks anyway.


Basically, the new set works fine, no weird glitches whilst cavorting round tunnels.


The tunnels themselves are PERFECT and look absolutely great. Seamless join so far as I can tell.


There is however a very slight lava line where the original geometry joins the ceilings on all the larger chamber tiles. Very minor and only really showed under some of the lighting conditions I tried. Barely even worth mentioning and I do so only to be thorough.


 


A few small problems did manifestomizate themselves at me, however...


 


EMITTERS:- Half the emitters in the set have gone weird. As you can see in your second image on the previous page, the little vapour clouds have become reekingly strange clouds of luminous squares, which look a bit silly.


Observing the emitters in detail via the miraculous Rabidonic Hyenascope TM, the emitter problem is easily solved.


The emitters use the texture "fxpa_smoke01", but for some reason, half of them in your version have become "fxpa_smoke01.001". This causes the eeeeevil squarism. I reset the emitters back to "fxpa_smoke01" and sure enough the little vapour clouds are back to normal... Just don't ask me HOW the anomalous ".001" crept in like a filthy Spleen.


 


VERY MINOR:- In the Big Chamber, tile "tib01_p01_01", a smallish triangular patch of lava shows through the ceiling mesh. More or less directly above the floor vent thing.


 


NOT QUITE SO MINOR:- Though the basic tunnels are all fine, there are some problems involving junctions with Doorways.


 


4 Way Junction with 1 Door  "tib01_a20_01" - There is a hole in the roof over the junction, even in the lava.


4 Way Junction with 2 Doors "tib01_a19_01" - Big patch of visible lava on roof over junction.


(4 Way with 3 and 4 doors are fine).


 


T Junction with 1 Door  "tib01_b15_01" - Hole in roof over junction.


T Junction with 1 Door  "tib01_b17_01" - Hole in roof over junction.


T Junction with 2 Doors "tib01_b13_01" - Lava patch over junction.


T Junction with 2 Doors "tib01_a14_01" - Missing geometry around one door PLUS around tile edge side of non-doored tunnel.


T Junction with 3 Doors "tib01_a15_01" - Hole in roof PLUS missing geometry at the side of one door.


 


Thus concludes the rubbish PHoD Bug Hunt.


Hope this is helpful.


There's certainly no really, hideously major problems and, if you don't stick lots of Beholderesque Doors in, none at all once the emitters are reset.


               
               

               
            

Legacy_rjshae

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« Reply #54 on: June 07, 2014, 02:25:15 am »


               

Yes, that is very helpful. Thank you.



               
               

               
            

Legacy_rjshae

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« Reply #55 on: June 07, 2014, 06:34:05 am »


               

Okay I think I have dealt with all the issues; at least a check in the Aurora toolset didn't reveal any more significant visual defects. Thus I went ahead and published it on the vault. But if you find any surviving problems, please let me know and I'll do a revision.



   Beholder Caves Tileset Ceilings - TIB01

               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #56 on: June 07, 2014, 06:30:24 pm »


               

I have LOTS of things in mind for this set now that it has the ceilings it always should have had, so I'm sure if any foul, depraved little thing is still lurking in need of being mashed with a brick I'll find it soon enough. I'll alert you if this is the case. However, I'm reasonably confident I spotted what there was to spot first time round, which wasn't much.


Excellent job, and thanks again.



               
               

               
            

Legacy_rjshae

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« Reply #57 on: June 08, 2014, 03:14:50 pm »


               

I've had a chance to experiment with the tile set in NWN2. One thing I noticed is it looks better (at least to me) with the ceiling and upper part of the wall set to use TIB01_Wallbasic texture, rather than the TIB01_Wallbase texture that allows visibility of the Lava. In the caverns, the later looks like a humongous zit farm. Anyway, just some food for thought...


 


NWN2_SS_060814_070508_zps34d32ea9.jpg



               
               

               
            

Legacy_Shadooow

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« Reply #58 on: June 08, 2014, 08:28:26 pm »


               

There is a small issue with tilefading. The black coverage on the edges should be set to tilefade 4 (neighbourgh)


 


tib01ceilings_fadeissue.jpg


 


EDIT: hmm those emmiters are still messed up a bit. Try compare with vanilla - A fix would be to simply copy the emitter from vanilla ascii to new model...



               
               

               


                     Modifié par Shadooow, 08 juin 2014 - 07:32 .
                     
                  


            

Legacy_rjshae

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« Reply #59 on: June 08, 2014, 10:12:13 pm »


               

On the emitter issue, I was using the updated Neverblender scripts and I think it might not be checking for an already existing texture of the same name. Blender handles duplicate names by appending a number to the end.


 


It sounds like some manual editing is needed, but I'm not exactly an expert on the mdl file format.


 


Ed.: I did a line-by-line comparison of an emitter in the original and the exported copy. Here are the discrepancies:


  • SpawnType: original -> 0; export -> normal

  • lighningSubDiv: not in original; export -> 0

  • colorEnd: original -> 0 0 0; export -> the same as colorStart

I'm guessing the last one is the reason it is messed up?


 


**Ed,: Yep, confirmed it. The emitters look less like blow torches now after that fix was applied.


 


For the side caps, the TileFade parameter was indeed 4 in the original and 0 in the export. It looks like the same happens with the tilefade set to 2 as well...


 


Okay, I'll put out a fix. I need to repair tile a15_01 as well. *sigh*