Author Topic: Merricksdad's Middledark Tileset  (Read 7887 times)

Legacy_Fester Pot

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Merricksdad's Middledark Tileset
« Reply #90 on: January 09, 2016, 03:57:07 pm »


               


Did that project ever get finished, I can't find it on the vault with the search.





There is a bundle that includes them here - http://neverwinterva...2013-feb-plants


They were also done previously, for the Menzoberranzan PW, although I am not sure if they were ever released as a stand-alone hak.


FP!


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Middledark Tileset
« Reply #91 on: January 09, 2016, 06:35:29 pm »


               

So I just spent an hour trying to locate the sword coast legends map for the area between forlorn cliffs and darklake, only to finally figure out that it was not a single area map, but a basic drow caves dungeon with a nice 6x6 tile to transition down two-three levels. Now I have another tile group I want to make '<img'>



               
               

               
            

Legacy_MerricksDad

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« Reply #92 on: January 10, 2016, 12:09:54 am »


               

Tonight's progress


 


3KUbFr3.png



               
               

               
            

Legacy_UA DM

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« Reply #93 on: January 10, 2016, 12:35:44 am »


               

Amazing work on the fungi.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #94 on: January 10, 2016, 01:21:26 am »


               

Just a suggestion but have you considered doing a humongous version of a giant puffball fungus? BTW what species is that pink cuboid one? ':whistle:'


 


TR



               
               

               
            

Legacy_MerricksDad

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« Reply #95 on: January 10, 2016, 01:58:40 am »


               


Just a suggestion but have you considered doing a humongous version of a giant puffball fungus? BTW what species is that pink cuboid one? ':whistle:'


 


TR




That's my friend Mauve d'Orm-Mul


 


 


Those round things are various kind of puffballs, so I can expect to make a cluster where there is a larger one. I didn't know how well white puffballs would look in a dark cave, but I do need to find out pretty soon. I also wanted to do some pepto-pink ones with gassy spores coming out.


 


The blue one is going to have a glassy shine, while the brown and gold one is going to glow in the dark like a carved pumpkin. The little pink guy is going to emit light from a cluster, as will the blue and green ones from the previous display. I'd also like to do some where just the gills glow downward, in various colors.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #96 on: January 10, 2016, 01:12:47 pm »


               

I don't know if you know this but the normal white giant puffball is edible. FWIW, I've only ever seen one of those once in the wild. If you want to be really nasty there is the stink horn. 


 


Blog005G.jpg


 


So called because even though it is only about the size of your little finger the smell is horrendous (think fermented, overripe, full babies diaper) and extends for upto 20 feet in all directions (stinking cloud). And yes I have smelled one, Yeeech!


 


Another species of stinkhorn is sometimes referred to as the Veiled Bride.


 


phallus_indusiatus_1.jpg


 


That might prove interesting as an underdark prison.


 


TR



               
               

               
            

Legacy_MerricksDad

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« Reply #97 on: January 10, 2016, 02:24:06 pm »


               

I'll be doing a hot poker type stink horn. The ones we have here are poop colored with a nasty pink tip. Looks really disgusting, but those colors won't show in a dark environment, so I was thinking to change the hue a bit and make it more brightly colored. I'd also like to do dead mans fingers. Actually those shapes are what I was going for with the large club shaped morel in the back. I made a mistake by enlarging something I was going to bend, and I got that thing, then decided to keep it.


 


That picture of the stink horn has some large testicles. Never seen that part before.


 


Instead of the skirt on that other mushroom, I was thinking to do tentacles hanging down from a few species.


 


Here is what the lightest ones under our spruces look like. Any time I see them they are almost always much vibrant and more pink than this. Then they fall over after only two days, they leave a pink condom looking thing.


 


Phrub1.JPG?width=737&height=552



               
               

               
            

Legacy_MerricksDad

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« Reply #98 on: January 10, 2016, 02:28:33 pm »


               

oh nasty, check out this one octopus-stinkhorn-fungus-B7HKK4.jpg



               
               

               
            

Legacy_MerricksDad

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« Reply #99 on: January 10, 2016, 03:59:41 pm »


               

So these jack-o-lantern ones I was thinking to make like exploding barrels. Depending on size, they do 1d6 damage to adjacent creatures, and can set off other ones in their proximity. I was also thinking maybe they grow near elemental rifts deep down in the underdark, and feed on energy from the elemental plane of fire, which loads them.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #100 on: January 10, 2016, 04:45:14 pm »


               

I would put them near a rift to the positive-quasi-elemental plane of steam myself. Steam explosions can be really nasty. BTW, I saw a picture of that starfish fungus but thought that even for NwN it was a bit over the top.


 


TR



               
               

               
            

Legacy_MerricksDad

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« Reply #101 on: January 10, 2016, 07:40:11 pm »


               

Working on some arch bridges today


 


wsv9bHy.png



               
               

               
            

Legacy_MerricksDad

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« Reply #102 on: January 10, 2016, 09:58:46 pm »


               

Almost completely done with all walkmeshes for existing tiles. Hopefully some time next week I can get the naked tiles out public.


 


 


I found a few issues with super simple walkmeshes:


  1. If there are only two faces on the corner of the walkmesh, and a 45 degree line separates them, and there is any kind of pinch point, even if it is only two character spaces wide, the character will normally not walk through the space to travel to the next tile. He'll try, but will stop as soon as he reaches that walkmesh poly boundary.

  2.    
  3. If the super simple walkmesh is tossed together in such a way that a walkmesh poly on one tile does not match up with a large poly on another adjacent walkmesh, the character will stop at the tile boundary. For instance, if there are two large triangles, generally the same shape, but one is offset by 20-40cm on the Y axis, even though there is no crack between the tiles on the X axis, the character will stop when he bumps up against the skewed polygon, and come to a stop.

I think this means I need to go refine my walkmesh again. Thankfully they are super simple this time around.


 


That being said, I was thinking to clone over the granitelands tiles for natural cave height changes. I'd have to reduce them in size to fit the transition height, but I checked a few texture combinations for replacement of the mountain stone and the rubble ground, and it comes out looking automatically smoothed. Those tiles still have the tile boundary smoothing issues, but I figured out how to fix that. It just takes some work, since I haven't scripted it out yet.


 


In my last night of not being a working student, I'm taking the next 8 hours to download max2016 3-yr limited student edition. It should be interesting.


 


Tomorrow, I'll need to finalize tidying up the house, and make sure my family has some foods for tuesday while I am gone for 6 hours, but it should leave me enough time to finish the basic tiles' walkmeshes.



               
               

               
            

Legacy_MerricksDad

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« Reply #103 on: January 11, 2016, 12:46:05 pm »


               

Three tries later, max 2016 still won't install. I may have to call them.


 


My son is also home sick today. Perhaps I will make some green booger models, instead of finishing primary tile walkmeshes.



               
               

               
            

Legacy_MerricksDad

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« Reply #104 on: January 11, 2016, 10:58:10 pm »


               

Still no luck on that program. Giving up for now on it.


 


But Jebus is this homework a lot of work. I put about 9 hours into it already and finished on one class worth of stuff for the week.


 


Three credit class my ass.