Author Topic: Merricksdad's Middledark Tileset  (Read 7875 times)

Legacy_Draygoth28

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Merricksdad's Middledark Tileset
« Reply #15 on: December 31, 2015, 03:01:19 am »


               Someone needs to put on another pot of coffee...jk amazing work can't wait to see it in action.
               
               

               
            

Legacy_Failed.Bard

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Merricksdad's Middledark Tileset
« Reply #16 on: December 31, 2015, 07:23:00 am »


               

If you're making groups, you can likely make something like your initial picture in the other thread.  Just, instead of having the surfaces straight up and down, drag the lower surfaces inwards.  Sort of a variant on foreshortening, really (the effect of which would be thrown off by the constant size of the PCs in relation, but that's only if zoomed way out), but it would allow to you have overhanging ledges in the map group while still working around NWNs 2.5D limitations for mapmaking.


 


I'm not sure I'm explaining what I mean very well.  I can try to make an example pic tomorrow to show it of it's not clear.



               
               

               
            

Legacy_Zwerkules

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Merricksdad's Middledark Tileset
« Reply #17 on: December 31, 2015, 01:19:29 pm »


               

How about this 6x3 room with max 5 doors, a height transition ramp, and a pit?
 
4U9C1OE.png

If this is a 6x3 group then there'll be a wall on one tile that will be almost completely flat and the ground is flat everywhere too, which shows alot at the top of the ramp. I think a few 'wibbly wobbly' bits would make the cave look more natural.
               
               

               
            

Legacy_YeoldeFog

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Merricksdad's Middledark Tileset
« Reply #18 on: December 31, 2015, 01:33:43 pm »


               

As a builder I think it's very annoying with too many rocks, stones, stalag- mites/tites, pools, plants, pillars and crap that just end up looking repetive at the end. I would prefer a pretty clean cavern with some "wibbly wobbly" ground at best, but not much more. I would prefer small caves in the cave, corridors at uneven height, slopes up and down, well pretty much to simulate a real cave that isn't totally flat.


 


Looking at your Picture above, I Think it's good already. Maybe some uneven ground, or maybe even a slope down the pit that leads further into a small tunnel.


 


Oh, and tunnels doesn't have to be human sized. They could also be small holes suitable for a halfling or smaller critters '<img'>


 


Just my thoughts! '<img'>


               
               

               
            

Legacy_NWN_baba yaga

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Merricksdad's Middledark Tileset
« Reply #19 on: December 31, 2015, 02:08:17 pm »


               

If you need some textures just hit me up. I will never again be able to complete my ówn underdark set so whatever you might need ... i´m happy to help you out '<img'>


And i Loved the underdark so much... and i´m sure you will do it... do it!!!



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Middledark Tileset
« Reply #20 on: December 31, 2015, 02:30:52 pm »


               

I'm keeping the majority of the walkable places constantly flat. That way placeables can be added with extreme ease. Ramps are going to have a variety of shallow step cuts, like seen in SCL, but otherwise remain smooth. Any debris will be simply placeables. The walls are also being left only slightly curved. The texture alone gives the appearance that it isn't mostly straight. With placeables and picture-like decals hung on the walls, you will have an entirely different look. I'm going to do most of the cave formations you could ever want as placeables, rather than putting them directly on the tile. This lets you change out whole portions, especially unreachable areas.


 


In the picture above, the 6x3 room, the pit shown on the far side of the ramp is a bottomless pit, rather than a height transition. I have both going in various tiles, but the bottomless pits, when completed, will be false scale, very deep looking, or be filled with something you cannot simply walk into.


 


In the first picture, the pit shown is going to be thinner and deeper when finished. It will become the pit crosser, which like the pit terrain, can be filled with something other than darkness.


 


Here's an updated list of parts I have right now:


  • Open Cave (main terrain 1) "Grotto"

  • Solid Rock "Rock"

  • Solid rock crosser (makes nooks) "Curtain"

  • Pit crosser "Pit"

  • Pit terrain "Pit"

  • Water crosser "Watery Pit"

  • Water terrain "Watery Pit"

  • (tentative) Lava terrain and crosser

  • (tentative) Acid pool terrain and crosser

  • Dark Lake terrain (main terrain 2)

  • Docks crosser

  • Large open corridor "Tunnel"

  • Small enclosed corridor "Passage"

  • Open Chasm terrain (main terrain 3) "Great Chasm"

  • Chasm bridge crosser

  • Height transition (done with groups)

  • Mud swamp crosser "Stromatolite"

  • Mud swamp terrain "Pool"


               
               

               
            

Legacy_Ssythilac

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« Reply #21 on: December 31, 2015, 02:30:54 pm »


               

Whoa! What a lovely project we have here!! This tileset looks like a future gem... I`m looking forward to see the development of this! Well done, MD!


 


The Underdark rules!! ':devil:'



               
               

               
            

Legacy_MerricksDad

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« Reply #22 on: December 31, 2015, 04:18:13 pm »


               


Whoa! What a lovely project we have here!! This tileset looks like a future gem... I`m looking forward to see the development of this! Well done, MD!


 


The Underdark rules!! ':devil:'




What ever happened to yours? I was salivating for that one!


               
               

               
            

Legacy_Ssythilac

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« Reply #23 on: December 31, 2015, 05:52:17 pm »


               

Hi MD!


 


I never make a new underdark tileset; what I have is a retextured versión of Sen UD, with the textures of the great spider caves of Baba Yaga.


 


I retextured this tileset a few years ago, along with a bunch of other things to use with an Underdark module of mine, today unfinished but still in progress... Ugh! I swear that I will finish this module in the near future (along with my other two unfinished modules), but right now the damned Ph.D is killing me! ':crying:'



               
               

               
            

Legacy_MerricksDad

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« Reply #24 on: December 31, 2015, 06:49:07 pm »


               

69mZcrb.png


 


Here's a shot showing grotto (normal cave), solid rock base, normal pits, pit crossers (with built in small arch), and the arch-over-pit crosser.


 


I have diagonals to do still, but already looking pretty nice. Still working on exactly what shape I wand the large and small corridors to be. Basic water will be an easy clone of the basic pits, and pit crossers. Lava and acid will require a bit more work if I do those in this set.


 


For the dark lake, I need to do the water directly on the tile so that I can use the proper environment mapping and animations.



               
               

               
            

Legacy_MerricksDad

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« Reply #25 on: December 31, 2015, 11:52:24 pm »


               

two variant 3x2 groups each giving a +1 height transition


 


2YumF89.png



               
               

               
            

Legacy_MerricksDad

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« Reply #26 on: January 01, 2016, 04:00:10 am »


               

Still stuck on how I want to run corridors. Maybe I will just go examine the OC cave ones, and go from there. What I really want for the wider tunnels is a ceiling-free double wide tunnel. Thing is, I can do that with the normal room size and change the ceiling, so maybe I don't need another type of tunnel.


 


I spent some time earlier pumping out a few more varieties for the pit crosser, and designing stuff for down in the pits.


 


Here's my to-do list for early tomorrow ( so I remember ):


  • diagonal cave/pit DONE

  • diagonal cave/rock DONE

  • diagonal pit/rock DONE

  • 3-way mix cave/pit/rock with diagonals DONE

  • pit crosser through rock DONE

  • rock crosser through cave DONE

  • rock crosser through pit (might omit)

Later to-do list:


  • height transition with arch

  • diagonal arch bridge 2x2

  • arch bridge 3-way

  • arch bridge 4-way


               
               

               
            

Legacy_MerricksDad

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« Reply #27 on: January 01, 2016, 03:29:59 pm »


               

Finished basic diagonals and 3 way mixers for rock/pit/cave. Also playing with a darker texture I made from a few stock images.

TBIniwY.png



               
               

               
            

Legacy_MerricksDad

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« Reply #28 on: January 01, 2016, 07:24:27 pm »


               

well I somehow completed all I was going to work on today, and just in time for my last christmas party of ... well last year. If I have time tonight, I will start working on basic walkmeshes for all 89 tiles I have so far, so that it can be viewed and played with immediately, even though it is nowhere near done. Especially the shape of the new crossers... ick.


 


To do:


  • Walkmesh for basic tiles DONE

  • Redo pit slope

  • Redo pit crosser depth to 10m normal 20m max visibility DONE

  • Cave/Pit mix with rock wall crosser

  • Basic ramps/height transition (2.5m)

  • Basic tunnel DONE x2

  • Shallows with stepping stones DONE

  • Impassible rock terrain (goes inside cave terrain)


               
               

               
            

Legacy_MerricksDad

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« Reply #29 on: January 02, 2016, 01:40:30 pm »


               

160975-Good-Morning-Coffee.jpg