Author Topic: Merricksdad's Middledark Tileset  (Read 7878 times)

Legacy_MerricksDad

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Merricksdad's Middledark Tileset
« Reply #30 on: January 02, 2016, 01:42:58 pm »


               

So last night, I decided to run my mountain builder script on the cave tile prototypes. The basic shape was adjusted in a very interesting way, but at the point where it tries to negotiate best direction for poly center edges, it repeats the loop 3 times and eventually gives up due to indecision. If I take that part out, it might be spectacular looking, and have a lot of the shape of my mountains tileset. Something to think about later.



               
               

               
            

Legacy_MerricksDad

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« Reply #31 on: January 02, 2016, 01:56:56 pm »


               

I also came across a decision point I need to think about. I originally had planned to have a deepish pit terrain which you use within the cavern base terrain, and a second true bottomless chasm terrain you used as a second base terrain. The first has single tile bridges that can span regions of 1-2 tiles only. The larger cavern is so large it doesn't have a ceiling within view, nor the bottom, and is traversed by a series of bridge-like structures strung between giant columns, or held up simply by stuff from below.


 


With the decorations I'm coming up with for the cavern body pits, it looks more and more like I can just make that one terrain, and define two types of bridges for that same terrain.


 


My original intent for the cavern body pits was to have a pit that was only 10-20m deep, and sloped down to a central point, or straight down with decorations making it look filled or closed at the bottom. The deeper chasm terrain was supposed to be 30m deep, with a region at the bottom that overlaps into the adjacent tile out from the wall. The total chasm tile is nothing but a black bottom plane, or tile groups to simulate the bridge-retaining columns, or to represent some visible decorative yet unreachable area out in the vast chasm.


 


What do you think? Should I keep two types of chasm, or simplify it to one?



               
               

               
            

Legacy_MerricksDad

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« Reply #32 on: January 02, 2016, 02:15:48 pm »


               

Another issue is visibility distance. OC underdark and caverns truncate visibility inside pits and under water to about 4m, with a 5m actual depth. I find that if you shine a torch down these holes, it looks weird. But the effect is still beneficial in saving having to actually draw distant places.


 


If I use this effect, instead of rendering everything out in detail, I could create an intended environment setting for my caves. As with the other caves, if you change the environment to something else, it looks odd. Sometimes really odd.


 


But if I do this, some of the things you would see at a distance will be exceptionally dark, as if the air itself is preventing you from seeing distant things. One of the optional environments in SCL is, I think, named "Barren Darkness". In terms of NWN environments, it adds a level of fog to approximately 15m of color black, which darkens and even burns the landscape. I've been able to do this same thing in NWN with black fog, and it makes having a torch really handy. However, black fog in NWN has a tendency to also cancel out some of the benefits of having a torch, and I find in a real cave, bright lights are very useful, as they bounce around shiny caves and provide more light than you expect.


 


On the topic of environments, I was also exploring water textures. As mentioned in another thread, water isn't blue by nature. Nor would you ever expect water in a cave to be blue, unless you were shining a light through it, picking up the mineral rich hue. Even then, to see it as blue, you'd have to be under the water level. What I'd like to do is make some really black water. I think to do that, you need to have an increasingly black water depth, as done in the OC underdark set, but also have a gray-scale water texture. For simplicity, I'm actually quite fond of the water texture in OC Underdark, so I might go ahead and use that.


 


For other textures, I'm not happy with what OC NWN has to offer, especially in the way of waterfalls built from emitters. What I prefer is sliding textures using animesh. I find that straight line movements are super simple to create in NWN and don't require a lot of processor time. Alternately, animated textures which duplicate the process, can also combine the forward movement appearance with other techniques. The only thing I can't do on my machine, although it does technically work and some people can see it, is making env-mapped water which also moves.


 


Here's a list of things I'm looking for to complete the texture needs:


  • Animated water texture to represent trickling streams. A smallish square texture would be fine.

  • Non-animated water texture to represent trickling streams. This texture needs to be 4 times longer than it is wide, so that when translated using animesh, it doesn't repeat too quickly. Only needs to be seamless on the stream-width side, not the length side.

  • Non-animated flowing fog texture, same as the stream above. Only needs to be seamless on the stream-width side, not the length.

  • Animated smoke texture, preferably 2x1 in dimension, with at least 64 clear frames. Should be at least 128px wide and look good scaled up 2x or even 4x.


               
               

               
            

Legacy_MerricksDad

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« Reply #33 on: January 02, 2016, 02:49:35 pm »


               

Here's what I'm doing for the great chasm terrain edge. It only differs from the normal chasm right now in that the normal chasm goes straight down into a pit which matches in shape almost exactly to the pit rim.


 


7PbKFps.png


 


The shelf things are actually placeables with no walkmesh, and can be placed down in the chasm anywhere. I have planned 15 such platforms of three size categories. They're not made to be reachable, and are completely covered with stuff, like boulders, various speleothems, a wide variety of fungal material (glowing and not), as well as pools of water.


 


The walkable top shows the actual tile boundary at the pillars. The under-shelf region recesses 5m into the adjacent tile space, while the forward edge slopes down into the adjacent tile by another 5m. Corner tiles simply cover up the difference in the darkness of the chasm. Tilegroups out in the center also cover any difference, or otherwise appear to join with the slope. Further cover up can be made with the placeable "biscuit" islands which are made to be rotated randomly to provide hundreds of tiles worth of variety in only 15 placeables.


 


Additional in-chasm tiles can be made with a potential for doors, as long as the base level of the cave is increased in the Z-axis by at least 30m, otherwise, placement of characters below the 20-30m mark will cause an error and the character will fly up to the maximum height of the engine.



               
               

               
            

Legacy_MerricksDad

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« Reply #34 on: January 02, 2016, 03:50:23 pm »


               

As they did with SCL, and as dwarven forge does with its resin tabletop tiles, I intend to make a bunch of biscuit shaped placeables that can go just about anywhere. So far I have these planned:


 


Biscuits:


  • Flowstone

  • Rimstone Dam

  • Flat Layered Rock

  • Yellow Button Mushroom Mass

  • Purple Coral Mushroom Mass

  • Golden Dogtooth Spar Mass

  • Collapse Block Pile

  • Frostwork Mass

  • Popcorn Mass

  • Cave Pearl "Nest"

  • Drapery Mass

  • Stalactite Mass

  • Stalagmite Mass

  • Cave Pillow

  • Underwater Cave Pillow (squished 50% scale, to fake optical bending of water)

I also have some columns I am planning:


  • 3-level Drapery Stack

  • 3-level Drapery on Flowstone Column

  • Stacked Stone Pillar

  • Flowstone Column

  • Dogtooth Spar Column

  • Popcorn Column

  • Stacked Skull Pillar

Since you can't shrink or grow placeables in NWN on the fly, I'm planning varieties of each from 50cm to 300 cm, in a few increments. Probably 50, 100, 200, and 300. When rotated, you should be able to build some impressive formations, like a multi-level rimstone dam up against a wall. Or a colossal stack of collapse stones under a waterfall.



               
               

               
            

Legacy_Fester Pot

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« Reply #35 on: January 02, 2016, 04:10:13 pm »


               


Here's what I'm doing for the great chasm terrain edge. It only differs from the normal chasm right now in that the normal chasm goes straight down into a pit which matches in shape almost exactly to the pit rim.


 


7PbKFps.png


 


The shelf things are actually placeables with no walkmesh, and can be placed down in the chasm anywhere. I have planned 15 such platforms of three size categories. They're not made to be reachable, and are completely covered with stuff, like boulders, various speleothems, a wide variety of fungal material (glowing and not), as well as pools of water.





Dangerous shelves you're walking on. You know that someone, somewhere will like to have those shelves have a walkmesh, so players can use a rope to go down the wall ... and into the chasm where they can explore.


It's only a matter of time. '<img'>


FP!


               
               

               
            

Legacy_MerricksDad

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« Reply #36 on: January 02, 2016, 04:56:21 pm »


               

Only a matter of time '<img'>


 


I have a 3x2 tile group which has a big spiked region. It might be a perfect place to rope down to the next level.


 


I'm seriously thinking to increase the base tile height by 30m just so that future builds could have that height transition. out to some island in the chasm. I was also going to have at least one height transition built into the chasm crossing bridges, so I needed to at least do 1k anyway.


 


It should look about like this once it is done


 


DrakensangOnline_April2012_007.jpg



               
               

               
            

Legacy_MerricksDad

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« Reply #37 on: January 02, 2016, 08:42:41 pm »


               

Refresh my memory...Walkmesh types: Seven is non-walk, but another number is obscure. Is obscure also non-walk, because I know non-walk is not obscuring.


 


A binary index system would have made more sense...



               
               

               
            

Legacy_s e n

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« Reply #38 on: January 02, 2016, 09:39:51 pm »


               

aye obscure is non walk and blocks visibility too



               
               

               
            

Legacy_Failed.Bard

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« Reply #39 on: January 02, 2016, 10:37:29 pm »


               

surfacemat.2da lists the wok material types.


 



 



           Label           Walk   WalkCheck   LineOfSight   Sound   Name        IsWater    Visual

0          NotDefined      0      0           0             ****    ****        0          ****

1          Dirt            1      1           1             DT      Dirt        0          fx_step_dust

2          Obscuring       0      0           1             ****    ****        0          ****

3          Grass           1      1           1             GR      Grass       0          ****

4          Stone           1      1           1             ST      Stone       0          ****

5          Wood            1      1           1             WD      Wood        0          ****

6          Water           1      1           1             WT      Water       1          fx_step_splash

7          Nonwalk         0      1           1             ****    ****        0          ****

8          Transparent     0      1           0             ****    ****        0          ****

9          Carpet          1      1           1             CP      Carpet      0          ****

10         Metal           1      1           1             MT      Metal       0          ****

11         Puddles         1      1           1             WT      Puddle      1          fx_step_splash

12         Swamp           1      1           1             WT      ****        1          fx_step_splash

13         Mud             1      1           1             WT      ****        1          fx_step_splash

14         Leaves          1      1           1             LV      Leaves      0          ****

15         Lava            0      1           1             ****    ****        0          ****

16         BottomlessPit   0      1           1             ****    ****        0          ****

17         DeepWater       0      1           1             ****    ****        1          ****

18         Door            1      1           0             ****    ****        0          ****

19         Snow            1      1           1             SW      Snow        0          ****

20         Sand            1      1           1             SD      Sand        0          ****

21         Barebones       1      1           1             ****    ****        0          ****

22         StoneBridge     1      1           1             ST      Stone 0          fx_step_stbrdg

23         Temp            0      0           0             ****    ****        0          ****

24         Temp            0      0           0             ****    ****        0          ****

25         Temp            0      0           0             ****    ****        0          ****

26         Temp            0      0           0             ****    ****        0          ****

27         Temp            0      0           0             ****    ****        0          ****

28         Temp            0      0           0             ****    ****        0          ****

29         Temp            0      0           0             ****    ****        0          ****

30         Trigger         1      1           0             ****    ****        0          ****

 


 




 


               
               

               
            

Legacy_MerricksDad

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« Reply #40 on: January 02, 2016, 11:03:59 pm »


               

I just spent about an hour or two working on some walkmeshes for the most basic tiles, and I'm not entirely impressed with the appearance of the tile height. I think I'd like to come back down to 500 height for tile walls, and then make the ceiling height 1000 (10m). This would make for a more panic-causing tight area, but still make the top-down view useful. I've also confirmed that the depth of in-cave-tile chasm/pits needs to be reduced from 30m to 10m or slightly more, as suspected. They also need to slant toward the next adjacent tile, otherwise the entirety of the visual pit real estate is lost to any adjacent player. I guess that means that I really do need two pit terrain types, one unwalkable pit for within the cave grotto base terrain, and the other as a separate base terrain, as originally planned. So much for getting out of the extra work '<img'>


 


I also changed the texture a bit, as the contrast I had installed in my new darker texture was too much, and caused a visually repeating artifact from tile to tile, which I'm really super duper trying to avoid. The new tiles ended up with a more cracked mud appearance, mixed with the half-jagged rocks of the previous texture, and smoothed off with the roundness of the originally shown brown texture. If only I could find that brown texture's original non-gradient form, or somehow get the brightness on the top to match the brightness on the bottom, then I'd stick to the original. As is, it has a band of lighter tone rock that appears at every 10m mark on the tileset, which I find too disturbing.


 


For the deeper regions, I'm planning to break away from the concept of a single texture, and add at least 3 more for the great chasm region at different depths. Taking from that, I may be able to go back to the original texture since I'm reducing the main wall height back to 5m instead of 10, which might leave that original texture just perfect for the walls, since it is otherwise seamless across its width.


 


After playing around with the pit edges, I'm also unsure about the 1m chamfer, and much prefer the 0.5m chamfer. Once I refit the pit bottoms, I may just leave it to save time. The only other benefit is that the 0.5m chamfer does leave more playable real estate on the tile. I'll still keep the 1m chamfer around the cave wall, as I need the clutter space real estate around wall and height transitions to stay in the 1-2 meter range for all the placeables.



               
               

               
            

Legacy_MerricksDad

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« Reply #41 on: January 02, 2016, 11:05:39 pm »


               


 


surfacemat.2da lists the wok material types.


 



 


 




wait.... I can change that?


               
               

               
            

Legacy_MerricksDad

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« Reply #42 on: January 02, 2016, 11:09:34 pm »


               

Here's another odd question. Somehow when you use water surface materials, the engine knows that the splash emitter is supposed to be placed at the top of the water mesh, except the water mesh is not calculated via the walkmesh. Is the engine just grabbing the highest plane on the z-axis floating over the waterID walkmesh? And if so, is there a way we can tap into that for other things, such as placement of ground-based spell effects? I've always wanted the downward projected spell effect rings and blasts that newer games have, instead of the hovering or obscured simple planes that older games have.



               
               

               
            

Legacy_MerricksDad

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« Reply #43 on: January 03, 2016, 06:12:00 pm »


               

Currently working on two corridor varieties. One is 5m wide with slightly curving walls. The other is 3m wide with deeply recessed walls out to the maximum of the tile shape. The wide one will have a high ceiling and some interesting filler up the viewable distance. The wider hallway will have the basic corridor shape from OC mines and caves.


 


I also found a set of 8 wonderful textures which I think are perfect for the underdark. One is a mid-tone yet darkish stone with some great seamless raised and lowered spots. I reduced the contrast so it doesn't pop so hard when viewed in game. It is pretty much like the original image brown tone but darker gray, and less noise. Three of the other textures are the same hue, with either larger or smaller distance between "rocks". Another texture is a set of puddles on the floor. One is large worked stone cobbles of matching hue. The next is dirty debris covered floor. Another wall texture is that of wet slimy looking flowstone.


 


The best part about the textures is that I have height maps for them which have been converted to NWN-ready alpha maps which approximate the region which needs to be reflective. I can't wait to see them in action.


 


I also started work on some multi-texture flowing water. One texture goes right, another goes left. Both go over top of a third texture which defines the actual color of the water surface. Combined, they provide a color, as well as two lightening layers which when overlapped and made to move, cause a nice rippling water effect, perfect for a light-breeze location.



               
               

               
            

Legacy_UA DM

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« Reply #44 on: January 04, 2016, 07:25:29 am »


               

MD,


 


Very impressive.  Do you have any plans for "fungi forest" tiles in your tileset?  What I mean by "fungi forest" is some tiles that are made up of fungi that block player movement.  With 4-6 tiles of different fungi groups you could literally recreate an underground forest.  The fungi don't need to reach the ceiling.  By using a tile then there wouldn't walk mesh issues with placing the bioware mushroom placeable over and over again.  I have seen some fungi / mushroom tiles in other sets but its usually just one fungi in the middle.  There was a AD&D module called Descent into the Depths of the Earth that had a large terminal cavern as the main location.  In the eastern part of the map there was a large cavern with fungi that grew in large clumps that literally formed a forest with pathways through it.


 


Looking forward to whatever you plan on doing with this tile set.


 


UA DM