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Library Ceilings for Castle interior tileset (alpha)
Posted: Sat May 22, 2004 7:49 pm
by Lafferty
I was able to do some work on the ceilings of the TIC tileset. Right now it's totally alpha regarding completeness but maybe you want to give it a try.
Just extract the contents of the following zip into your override folder and walk into the next library.
Report problems and bugs (except the incompleteness) to me or stoertebeker.
Zip-File
Laff
edit: too lazy to post screenies
edit 2: For older screenies visit this thread
viewtopic.php?t=27346&highlight=library+ceilings
Posted: Mon May 24, 2004 1:27 pm
by Themicles
Looking good.
Now, will this override eventually include all of the Castle Interior tiles?
I seem to remember Gimlor mentioning that...
Anyway, I realize this may be difficult, and its just a suggestion...
Take a look at the half arch that comes off the wall to the pillars in the library tiles. Any chance you can make the wood texture on the ceiling match that fact? Such as, having the wood end there, as it would against any wall? If you need a better description, I could possibly draw something rought up to show you what I mean...
Anyway, I look forward to the final release of this next override. I really loved the Neverroofer's cave override.
-Themicles
Posted: Mon May 24, 2004 3:42 pm
by Lafferty
Eventually it will contain all ceiling tiles for the tic tileset.
And yeah. those tiles with corridor elements in it drive me crazy. I have some concepts for doing the ceilings on them. The difficult part at these ceilings is that it all needs to be architectural correct AND ingame useful - i test the tiles with several character including big creatures like balors and dragons; if the creature clips through the ceiling something went wrong.
I think you mean this tile:
I intend to use the same wood seam in this tile as everywhere but we'll see.
I am in contact with Gimlor and we divide the work currently. I think the most difficult part is the corridor tiles. Ever looked at them closely with ceilings in mind? bah... i have no idea how put a proper looking ceiling on it (yet).
Here is an example of such a corridor element:
I will also close as many polygon gaps as possible where you can look through objects from a low camery angle (e.g. the shelves in the library).
edit: I just happened to pick one of the difficult tilesets for making ceilings. The amount of different tile groups alone makes it much more difficult and the shape of the tiles doesnt make it easier.
I should have chosen the normal town interior with the tavern and merchant tile groups

... we'll they will be next ... eventually
Posted: Mon May 24, 2004 4:06 pm
by Jordicus
what about a high domed ceiling concept for those corridors?
Posted: Mon May 24, 2004 4:18 pm
by Lafferty
Jordicus wrote:what about a high domed ceiling concept for those corridors?
Thats what i have in mind. But when you look at this tile you can see some small parts in the front that reach into the space in total different height. The arch itself is perfect. It has the right height and can be used as general concept for the shape of the dome. I already thought of cutting those small parts off.
A good impression on how the dome can be shaped can be seen here:
you'll notice the small parts again at the edges of this tile. Tiles that can be adjacent to this one can be any normal corridor element. Sure i could make a low arch using the small parts as templates for the shape of the dome but it would be way too low (remember the dragon?). But in general, yes it will be a dome concept as the present shapes already suggest that.
So what do you think: should the small parts be cut off, domed or maybe they should integrate vertically into the higher dome of the larger arches?
Posted: Mon May 24, 2004 9:28 pm
by sarek88
those are really nice. I have always wanted good ceilings in indoor areas. They add a lot to the game.
Posted: Thu May 27, 2004 3:54 am
by Lafferty
minor updates to the tiles... see link above to get the current version
Posted: Sun May 30, 2004 12:16 am
by Lafferty
minor updates again.
Closed all polygon gaps that can be seen as holes in the models from a low angle. This especially applies to the bookshelves.
As usual feedback is welcome. The main work on the ceilings themselves will go on now (concentrated on some minor other stuff and testing to solidify current results)
See link above (first post for the current version).