Author Topic: Tileset Addition Questions  (Read 1121 times)

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #45 on: November 03, 2014, 09:27:08 am »


               

Slowly getting there with a greater selection of heraldic patterns for the tabbards. I was never really satisfied with tabbards generally having the same two colored quartered fields, and only the sigils changing. I will likely add a stripped pattern, a fleur-de-lis pattern, and perhaps a diagonal diamond pattern.


 


 


ArmorCheckered_zpsb44f8a12.png


 


 


The biceps in the post above I still can not get to work though.



               
               

               
            

Legacy_Estelindis

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« Reply #46 on: November 03, 2014, 02:06:13 pm »


               

Wow, those are some really nice tabards!   ':wub:'   Downloading your bicep now to check it out.  (There's a phrase I never expected to utter!)


 


Edit: I narrowed the problem down to a texture issue.  (Incidentally, pma0_bicepr050 has an incorrect texture reference, which I fixed, but that was not the problem.)  If I remove the plts from the hakpak, then there's no problem.  I tried opening and resaving the plts in Gimp, just to see what would happen.  This resulted in them no longer causing crashes.  Here is a link to the tiny hakpak containing my fix.



               
               

               
            

Legacy_Snugglehoof

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« Reply #47 on: November 03, 2014, 03:35:09 pm »


               

Thanks a ton!


 


They do work now, but they still do not run completly smoothly. It does not crash, but it does still give me error messages. It is odd, as I edited it the same way as the tabbards and they work perfectly fine. I am gonna try to redoe the texture from the ground up, hopefully removing what ever causes it.



               
               

               
            

Legacy_Estelindis

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« Reply #48 on: November 03, 2014, 04:22:45 pm »


               

Interesting.  I did not get any error messages after making this change.



               
               

               
            

Legacy_kuronue bloodlust

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« Reply #49 on: November 07, 2014, 05:13:48 pm »


               

Texturing is difficult exceptionally so for the person that does it 100% from scratch keep at it and good work.


 


There are benefits to each type 100% form scratch you can address the Seam matching issue (as well as Clipping if present) more readily a good example of these issues is actual IMVU items.


 


direct referencing saves time and effort but can sometimes yield in undesired lines and seams may not match.


 


I suppose it depends strongly on where you want to or can spend your time and effort in refinement.



               
               

               
            

Legacy_Snugglehoof

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« Reply #50 on: November 19, 2014, 10:06:25 am »


               

I know it aint this months topic, but I was hoping one of you might be able to help me out with something. I have been going through the Neverwintervault.net, CEP and PQ in hope I would be able to find huge stalagmite PLCs for the Underdark and came up empty. Those I did find were barely bigger than a human model.


 


What I could really use are those typical gargutuan Underdark stalagtites easily towering a few dozen meters high.


 


Menzo.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #51 on: November 19, 2014, 10:57:50 am »


               

Not a bad idea for something to add to Q.



               
               

               
            

Legacy_Zwerkules

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« Reply #52 on: November 19, 2014, 03:30:04 pm »


               


I know it aint this months topic, but I was hoping one of you might be able to help me out with something. I have been going through the Neverwintervault.net, CEP and PQ in hope I would be able to find huge stalagmite PLCs for the Underdark and came up empty. Those I did find were barely bigger than a human model.


 


What I could really use are those typical gargutuan Underdark stalagtites easily towering a few dozen meters high.


 




Baba Yaga made stalagmite PLCs. They were a project on the old Bioware social network.


               
               

               
            

Legacy_MerricksDad

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« Reply #53 on: November 19, 2014, 04:08:04 pm »


               

If you've ever been in a real cavern, you will immediately see a need for multi-tile cave columns, as well as "forest" column formations. I have been in many caves, and they are so wondrous and varied. I have been very slowly working on my own underdark tileset, which I refuse to show anyone until it is finished. It is currently un-roofed, but it does have raised sections which hold water. I wish my real life pictures did the topic justice, but the lighting is all wrong, and I was not skilled in the use of my camera in the dark underground at the time.


 


Another thing I have had issues with is finding the correct textures and colors to represent the various matrix into which the cavern system forms. But I have come to the realization that the only texture you really need is frozen flowing water...recolored! The outcome is the same, only the color and level of transparency is different. Karst caverns hold many other natural wonders which would be easily represented by low poly tile additions, or even placeables, such as boxwork outcrops, or cave bacon. The textures on those two alone could be so simple, that they would not even need anything more than a repeating brown rainbow for one, and simple cross lines for another.


If I could suggest anything at all in helping cave columns, stalactites and stalagmites get created for NWN, it would be to simply start with a picture or simple texture, and then build out from the texture in the same manner that I used for creating weapons from 2D screen shots. Nothing could be more easy, and your columns should come to life very quickly. Just be sure your final texture is flatter than a flash filled picture you would expect from a newbie photographer in a 300 foot deep dark hole. If I could suggest a flatness level for your texture, I would directly point you toward those used for this month's custom content by Shemsu-Heru. There should be no diffuse shiny bits unless there are actually crystal faces you wish to over-represent. In the case of shine from wetness, let glossiness/shine factors do it in the engine for you, but do not use metallic shine/transparency if at all possible. Environment maps should be black, or a very dark version of the color of the surrounding matrix, especially on water. If you have ever seen water in a black cave, you know what I mean. It is creepy beyond creepy to me.


I have very few textures I am currently willing to share in this department, until I am finished at least, but I hope that encourages some texture artists out there to run with my examples and pointed-to information.



               
               

               
            

Legacy_Snugglehoof

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« Reply #54 on: November 19, 2014, 04:34:33 pm »


               


Baba Yaga made stalagmite PLCs. They were a project on the old Bioware social network.




 


Any idea where these could be found?


 


 


 




I have been very slowly working on my own underdark tileset, which I refuse to show anyone until it is finished. It is currently un-roofed, but it does have raised sections which hold water.






That sounds great! Can not wait to see it released. : D


               
               

               
            

Legacy_MerricksDad

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« Reply #55 on: November 19, 2014, 04:39:48 pm »


               

Not going to be any time soon '<img'> No time, and other projects are blocking the path. Good news: my favorite time-killing video game got an upgrade with makes it basically unplayable on my computer, so I have more time to use now that I will be less distracted by the time-kill.


               
               

               
            

Legacy_Snugglehoof

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« Reply #56 on: November 26, 2014, 02:18:15 pm »


               

Anyone know where I can find a tutorial on how to turn a tileset tile into a plc?



               
               

               
            

Legacy_henesua

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« Reply #57 on: November 26, 2014, 02:42:08 pm »


               

It is simple.


 


Add the tile to placeables.2da


 


If you don't want the aabb mesh to interact with the wok change the classification of the model from tile to character. (You can do this in a text editor)


 


If you want some portion of the tile to block movement and/or site lines you'll need to create a PWK.



               
               

               
            

Legacy__six

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« Reply #58 on: November 26, 2014, 08:22:32 pm »


               

But bear in mind placeables never block the camera and can only block walking or be walked through, not be walked on. So if it's for a very big one off object, you're probably better making a custom tile.



               
               

               
            

Legacy_henesua

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« Reply #59 on: November 26, 2014, 09:09:42 pm »


               

For placeables with the character classification Six is totally correct.


 


BUT if you give a placeable the tile classification (the tile will have this in its MDL file) it can indeed be walked on. It will use its aabb mesh to adjust the z of the WOK, but still maintain the WOK materials as far as I can tell. More testing needed. One important restriction to the use of these tile placeables is that it should be located completely congruent with the tile it is sitting on top of or else you get messed up wok meshes.