remaking the tileset

remaking the tileset

Postby Danimal » 05 Jun 2015, 19:05

I think a more squarish one will look better than the current one, this shows what i plan to replicate
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dungeon_keeper_1_remake_world_models_preview_by_alphaprimesaviour-d6ci69h.jpg
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Re: remaking the tileset

Postby hwoarangmy » 05 Jun 2015, 21:32

Well, honestly, I think the current tileset is not bad (in any case, we can keep it). But if you want to go for this one, no problem ^^
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Re: remaking the tileset

Postby Danimal » 05 Jun 2015, 21:55

i tested and making the walls square its already a big improvement
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Re: remaking the tileset

Postby hwoarangmy » 05 Jun 2015, 22:01

Well, if it looks better... :cool:
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Re: remaking the tileset

Postby Bertram » 06 Jun 2015, 18:25

Cool. :)

@Danimal
It may even make your life more simple. This should even make it easier to add biomes, ...
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Re: remaking the tileset

Postby Vandar » 09 Jun 2015, 10:28

Looks good to me. DK 1 had "wacky" wall blocks though, not perfectly cubic ones like these. I've often been wondering how they achieved this effect while maintaining seamless walls.
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Re: remaking the tileset

Postby charlie » 09 Jun 2015, 15:07

Vandar {l Wrote}:Looks good to me. DK 1 had "wacky" wall blocks though, not perfectly cubic ones like these. I've often been wondering how they achieved this effect while maintaining seamless walls.

IIRC it was done by applying some kind of wave function when rendering them. The models/textures themselves were actually pretty straight. A similar thing was done in the Magic Carpet games. It basically makes a very simple 3D world look much more detailed.
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Re: remaking the tileset

Postby Danimal » 11 Jun 2015, 21:21

I like the tileset overall except for the walls, which will be the only thing ill change from it
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Re: remaking the tileset

Postby Danimal » 15 Jun 2015, 15:55

first try:
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OpenDungeons 2015-06-15 16-21-00-679.png
OpenDungeons 2015-06-15 16-22-53-120.png
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Re: remaking the tileset

Postby eugeneloza » 15 Jun 2015, 19:56

Looks really nice! I like the style.
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Re: remaking the tileset

Postby Danimal » 15 Jun 2015, 20:35

Thanks Eugeneloza, also, how is your naga doing? They would really fit a desert themed biome.
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Re: remaking the tileset

Postby eugeneloza » 16 Jun 2015, 05:36

Thanks Eugeneloza, also, how is your naga doing?

Very slowly. I've found the textures from Nobiax's set, but didn't draw them on the model yet.
After trying a lot I also gave up with the torch... fire is easy for static (or slow moving objects) but a hell for quick movement. Particles are buggy (dropouts every 10 minutes). I think I'll just add some static flame to the scene (when not moving it looks awesome)...
I'm buisy with resources for summer children camp now, but mainly the problem is I just can't concentrate enough for 'large amount of work' :|
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Re: remaking the tileset

Postby Danimal » 19 Jun 2015, 12:54

Full sample of wall section, i cant put the mutitextured material to work
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Wall0101.rar
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Re: remaking the tileset

Postby Danimal » 30 Jun 2015, 20:35

Fixed water tiles, or at least i tried, i get dizzy trying to figure out their orientation :eew:
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Re: remaking the tileset

Postby hwoarangmy » 02 Jul 2015, 21:22

I've tried the new water tiles. Congratulations, it almost works.
I've only seen a problem with Water_00001110.mesh and Water_00111000.mesh that are identical (same orientation). Because of that, we are missing the top left tile. The other ones seems ok to me.
But note that you have not gone for the water tiles linked only by 1 side (they need the same love as the others and there are 4). Sorry for that, you will have to get dizzy again :eew:
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Re: remaking the tileset

Postby Danimal » 02 Jul 2015, 21:29

ok, will have a look tomorrow
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Re: remaking the tileset

Postby Bertram » 09 Jul 2015, 08:25

So cool! :D We're almost there.
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Re: remaking the tileset

Postby Danimal » 09 Jul 2015, 14:40

i guess im kind of a dummy, here you have the file, it will be far more simple since you know what you need.
I seriously need to move my butt and upload all my stuff to the art repository.

Some pointers:
all fixed models are on the botton layers, the upper left layer has the original tileset with just one fixed tile per type (you can see small extruded corners), to fix water:
you can just erase the old unfixed tile dirt part leaving the water(with correct rotation by default), duplicate a fixed tile, erase its water and rotate it, after that grab and put together (press ctrl while moving it to snap to grid) with water from unfixed model and join the two (ctrl-j)

The far rigth upper layer tiles are just a sample of multitextuing, while the lower rigth has the current tileset models.


I fixed the models you asked me to as well, could you export them and check out?
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Re: remaking the tileset

Postby hwoarangmy » 10 Jul 2015, 07:58

ok, I will have a look.
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Re: remaking the tileset

Postby hwoarangmy » 16 Jul 2015, 17:24

I've had a look at the tileset and could fix the water tiles. However, I've seen some problems with the current tileset:
- We are lacking tiles in line (if you build a line of 3 water tiles, the one in the middle). If you build a cross you can see it:
--X
--X
XXXXX
--X
--X
- Most of the water tiles are bigger than the tile size. That means that they cover each other
- The tiles are not well unwrapped on the dirt material.

Since a tileset is not too hard (at least, accessible to me) and @Danimal has more important stuff to do with models and animation (less accessible to me), I will try to redo the water tileset :cool:
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Re: remaking the tileset

Postby Danimal » 16 Jul 2015, 22:16

Since a tileset is not too hard (at least, accessible to me) and @Danimal has more important stuff to do with models and animation (less accessible to me), I will try to redo the water tileset :cool:

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