New mountains tileset
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WojtekPod
Posts: 20
Joined: Thu Jun 01, 2006 1:48 pm

Post by WojtekPod »

Looks superb in game - I had some problems with walking in a few places (but perhaps my character should have those problems there) but otherwise it's without problems. :)

I am looking forward to seeing the next versions! ^_^

WojtekPod

lord rosenkrantz
Posts: 165
Joined: Sun Aug 21, 2005 6:46 pm
ctp: No
dla: No
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nwnihof: No

Post by lord rosenkrantz »

[QUOTE=WojtekPod]I had some problems with walking in a few places (but perhaps my character should have those problems there) [/QUOTE]

Meaning your character isn't a humanoid creature? Or there is another reason?
If you can give me more details, I'll look into it, although the problem might be marginal or unresolvable, as could be linked to the way the game engine uses walkmeshes.
In fact I can't imagine any tile-specific issue in the walkmeshes, as they match the ground meshes vertex by vertex (it's the way I generate them). On the other hand, there is an issue with any walkmesh in nwn that is present every time the mesh extends at different z-axis values (like a hill, for instance). As the creature is placed at a specific height, its feet and other body features usually clip into the higher part of the ground meshes.
Not sure it's what you are referring to, though

WojtekPod
Posts: 20
Joined: Thu Jun 01, 2006 1:48 pm

Post by WojtekPod »

It was nothing really serious - I just couldn't walk in some places that I thought I should be able to (I was playing a gnome at the time). But I was moving fast and it's rather likely that I made some mistakes then. :)

WojtekPod

lord rosenkrantz
Posts: 165
Joined: Sun Aug 21, 2005 6:46 pm
ctp: No
dla: No
TBotR: No
nwnihof: No

Post by lord rosenkrantz »

[QUOTE=WojtekPod]It was nothing really serious - I just couldn't walk in some places that I thought I should be able to (I was playing a gnome at the time). But I was moving fast and it's rather likely that I made some mistakes then. :)[/QUOTE]

Oh, I see then. Most likely you were clicking on a spot that belonged to a different tile from the one your char was standing on. Since the tileset is still in early development, the path nodes I use are the standard cross-like pattern, so the walkmesh of many tiles doesn't match the path node they are referred to by the .set file.
The way the game engine does the pathfinding can be seriously affected by this situation, but it's only temporary, as once the whole of the tiles is done, I'll set the proper path node for each of them O:)

Tiberius_Morguhn
Posts: 91
Joined: Fri Aug 18, 2006 3:47 am

Post by Tiberius_Morguhn »

Hey LR, I downloaded the alpha and it is a very nice tileset. Thank you for your work. I was curious if you are still open to some suggestions? After playing thru your demo mod, I would like to request perhaps an addition. I really like the grassy areas and how they could be used to "guide" adventurers thru the mountains. What foils this is that many of the "rocky" parts you can walk on from the grassy parts. Would it be possible to add walkable and unwalkable rocky terrain as toolset option? That way you could paint down unwalkable rocks (even if they are flat) to keep funneling the action as though you really were travelling thru the mountains. Hope this rambling makes sense.

lord rosenkrantz
Posts: 165
Joined: Sun Aug 21, 2005 6:46 pm
ctp: No
dla: No
TBotR: No
nwnihof: No

Post by lord rosenkrantz »

Hehe, certainly I am still open to suggestions and requests, it's even too early to call it a "tileset" yet, as many features still need to be added (for example, I am currently working on mountain streams as crossers).
One main feature that is still missing are high rocky mountains, which enrich the options when it comes down to paint walkable and unwalkable paths in the areas. Regarding non-walkable flat rocky areas, I am not sure I'll implement them. It all depends if I can shape them in a way the fact they cannot be walked on feels realistic and natural. The alternative would be to paint grassy walkable paths making sure they are surrounded by canyons



Tiberius_Morguhn
Posts: 91
Joined: Fri Aug 18, 2006 3:47 am

Post by Tiberius_Morguhn »

[QUOTE=lord rosenkrantz;33818]Hehe, certainly I am still open to suggestions and requests, it's even too early to call it a "tileset" yet, as many features still need to be added (for example, I am currently working on mountain streams as crossers).
One main feature that is still missing are high rocky mountains, which enrich the options when it comes down to paint walkable and unwalkable paths in the areas. Regarding non-walkable flat rocky areas, I am not sure I'll implement them. It all depends if I can shape them in a way the fact they cannot be walked on feels realistic and natural. The alternative would be to paint grassy walkable paths making sure they are surrounded by canyons[/QUOTE]

Hey, thanks again - things are looking great. I do have one other *tiny* :lol: request..... Can we have the grassy paint downs with and without the daisies? I know you just added them, but since the CEP has placeable flowers of different types, could we (as in me) request at least a grass only and grass w/flowers option?

Thank you again!!!!

Guest

Post by Guest »

Duplicating the grass tiles to have them with and without daisies is easy and quick, per se. Things get a bit more complicate if you want to paint them down as separate terrains, as it would multiply the terrain combos and require to create also the edge tiles between the new "daisies" terrain and the others. Solution could be to leave the daisies'ed tiles as part of the normal grass terrain. It'd be a minor nuisance as if you want to paint only tiles without flowers you'd need to cycle through the tiles with the eraser tool.

I personally discourage the use of many placeables though, both for performance issues, and because with irregular ground they take careful placing

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