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Re: [WIP] Mine Tileset

Posted: Wed Oct 17, 2012 12:10 pm
by AmiDARK
REally great wallset :)

Re: [WIP] Mine Tileset

Posted: Fri Oct 19, 2012 5:24 pm
by Deadlylama
Another idea:
maybe some sort of "mining site"?
would look like a normal wall but with picks and some sort of hole in it, like the statues for the temple wall set have it.
could also have some sort of ore or mineral in it (alcove?)

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 1:54 am
by Neikun
Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 9:08 am
by Deadlylama
Neikun wrote:Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3
nice idea, but how would it then close again?

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 11:30 am
by Komag
I assume it wouldn't, it would just have to be a "once" thing

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 11:51 am
by crisman
I was wondering: are there secret buttons?

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 12:10 pm
by Phitt
Huder wrote:How do you deal with broken tangent space?
My shadows are not looking as awesome as yours.
Tangent space is slightly wrong on my tileset as well, but it's not that bad. If your shadows are completely messed up and if you use 3ds max or any other program that uses smoothing groups then uncheck 'smoothing groups' on export to object.
djoldgames wrote:Excelent work Phitt!
Are you using the Blender and its export to wavefront .OBJ?
If yes, have you any tips for export settings? On my (new) objects created in blender and exported to .OBJ is every texture mirrored (by X axis) after import to GTM. I must do UVs -> Mirror -> X axis in blender...
For some reason the whole model is mirrored (but thankfully not the UV, which would be terrible) when I export so I have to make sure to mirror the model on the x axis before export. But for most models it doesn't matter where left or right is so I just don't care. I use 3ds max.
Merethif wrote:But teasing us with Wizard Lair was unnecessary ;-) Now not only I can't wait for you to release Mine Set, but also I can't wait to see some preview of Wizard Lair Set.
Getting the mine tileset ready and making a dungeon to go with it is more work than expected, so I guess I won't be able to work on the Wizard tileset for the next few weeks. But I hope I can make it look nice and I'll definitely release it as well some day.
LordYig wrote:Well... what else to say other than this tileset looks terrific ?
Hey, thanks! I only wish me and my tileset were as awesome as you make us sound though...:)
thomson wrote:That mine looks amazing. You were discussing different possible tilesets that you consider to work next. For an extra challenge try forest (first level of Eye of the Beholder 2).
That would indeed be an 'extra challenge'. Trees generally kill framerates and while it would certainly be cool to have a good looking forest tileset is probably extremely hard to do without killing performance (if every wall had 5000 tris I guess it wouldn't do any good).
Deadlylama wrote:Another idea:
maybe some sort of "mining site"?
would look like a normal wall but with picks and some sort of hole in it, like the statues for the temple wall set have it.
could also have some sort of ore or mineral in it (alcove?)
I already have 3 different walls with holes and 'mining waste' deco blockage models (rocks of different size on a pile). No ore though, I still can't decide whether I want to waste another 1024 texture set on that. But it would be easy to implement later by simply switching textures.
Neikun wrote:Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3
With animations a lot of things would be possible, a collapsing floor would certainly be a good idea for a trap (as long as you can see there is something wrong with the floor if you look closely before you step on it).
crisman wrote:I was wondering: are there secret buttons?
All default options are available for the tileset of course, pressure plates, secret walls, secret buttons etc. To export them I need an improved version of the toolkit though, so right now I use placeholders to build my dungeon. But John is working on it, so sooner or later everything will be implemented.

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 1:18 pm
by Neikun
Deadlylama wrote:
Neikun wrote:Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3
nice idea, but how would it then close again?
Komag wrote:I assume it wouldn't, it would just have to be a "once" thing
Yes. lol
He does, however make a valid point, as I'm sure without a file for close animation, it'll crash the editor.
The close animation can be an animation where nothing happens, I think :o

Re: [WIP] Mine Tileset

Posted: Sat Oct 20, 2012 3:26 pm
by Deadlylama
Neikun wrote:
Deadlylama wrote:
Neikun wrote:Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3
nice idea, but how would it then close again?
Komag wrote:I assume it wouldn't, it would just have to be a "once" thing
Yes. lol
He does, however make a valid point, as I'm sure without a file for close animation, it'll crash the editor.
The close animation can be an animation where nothing happens, I think :o
or the closing animation just teleports the broken things back into their initial position, so it can be kind of repaired (of course only if you are not watching it)

Re: [WIP] Mine Tileset

Posted: Sun Oct 21, 2012 5:07 pm
by Masterdoomer
I can't wait to use this! :D