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Re: [WIP] Mine Tileset

Posted: Fri Oct 12, 2012 6:46 pm
by D@nzingtree
It looks fantastic!
I dont want to be picky but the tentacles cant get properly through the drainage, maybe you could just delete some pieces of the bars and make it look like they were rusted away.
Maybe you could add a wooden warning sign with something like a skull on it as a wall prop.
Torches look good enough in the mine, in medival worlds, good lanterns are often very expensive and unusual in profan places like mines.

Re: [WIP] Mine Tileset

Posted: Fri Oct 12, 2012 7:21 pm
by Phitt
I'll darken the rail metal a bit and make it a bit less shiny. I already have a collapsed tunnel/ceiling, just not imported yet. If the idea with the gems is possible then I may do it. For the drainage I used exactly the same specs (bar size and displacement) as the drainage objects in the original game (where the tentacles clip as well of course), but I may alter it to make it not clip. The skull sign is a good idea. Tbh I like the look of the torches, but I thought of lanterns as well. Is it possible to make a torch holder that only accepts a certain type of torch?

Re: [WIP] Mine Tileset

Posted: Fri Oct 12, 2012 7:44 pm
by Lmaoboat
Perhaps onInsertItem would also work for torch holders.
EDIT:
Yep, it seems to work:

Code: Select all

cloneObject{
name = "lantern_holder",
baseObject = "torch_holder",
onInsertItem = function(self, item)
	if item.name == "lantern" then
		return true
	end
	
end
}
Managed to make it so only a cloned torch named "lantern" would be able to be put into the holder.

Re: [WIP] Mine Tileset

Posted: Fri Oct 12, 2012 8:13 pm
by Komag
I never noticed the tentacles clipping in the original game, so if you just left it like that I'm sure it would be fine for most everyone

Re: [WIP] Mine Tileset

Posted: Sun Oct 14, 2012 2:06 am
by Phitt
Lmaoboat wrote:Perhaps onInsertItem would also work for torch holders.
EDIT:
Yep, it seems to work:
[...][/code]
Managed to make it so only a cloned torch named "lantern" would be able to be put into the holder.
Nice, thanks! Lanterns are go then (almost)!
Komag wrote:I never noticed the tentacles clipping in the original game, so if you just left it like that I'm sure it would be fine for most everyone
That's something I noticed while modding other games. People never notice oddities in the original game, but when you do the same they notice it. After thinking about it I realized it's impossible anyway to avoid clipping. The tentacles have an asymmetrical arrangement and since they can attack in all directions it's not possible to make them not clip no matter where you stand since the drainage won't move with the tentacles.

Did some debris and a mining cart today. Will make some variations of the cart (filled with rocks, broken etc) and I'll also add stuff next to it to make it a proper blockage that makes sense (like crates filled with rocks, barrels, whatever).

Image

Re: [WIP] Mine Tileset

Posted: Sun Oct 14, 2012 2:12 am
by Komag
It's really shaping up well!

Re: [WIP] Mine Tileset

Posted: Sun Oct 14, 2012 2:12 am
by Neikun
First thing I'm going to do to that minecart, Phitt, is turn it into an alcove.

Re: [WIP] Mine Tileset

Posted: Sun Oct 14, 2012 2:19 am
by JohnWordsworth
LMAO! Why am I not surprised Neikun!? Do you see your cupboards and wardrobes around your home as 'alcoves' now too? ;)

The track colour is spot on now and I love the piles of rocks around.

Re: [WIP] Mine Tileset

Posted: Sun Oct 14, 2012 2:29 am
by Komag
Coal lumps - just re-texture rocks!

Re: [WIP] Mine Tileset

Posted: Sun Oct 14, 2012 2:46 am
by Neikun
JohnWordsworth wrote:LMAO! Why am I not surprised Neikun!? Do you see your cupboards and wardrobes around your home as 'alcoves' now too? ;)

The track colour is spot on now and I love the piles of rocks around.
My bed is an alcove with an insertItem just for me~