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Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 11:51 am
by Sutekh
Prozail, the reason the altars for the Dark Elf and High Elf wall sets have no base is because I removed them, so that they appear to magically 'float' above the ground, hence the altar lights. If you want them to be solid then you'll need to use the original model from the LoG1 asset pack.

NutJob, there's nothing wrong with the textures on the Frozen Temple alcove, it's just the normal map behaving differently than it did in LoG1.

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 12:07 pm
by Eleven Warrior
Err I said about the alcove mate ahy :) Yeah thought it was something to do with the texture maps. Prozil ill wait till you get home from work, cause this pillar thing is driving me nuts lol, you should see all the weirds things that happen when I change things lol.. Thxs for any help on the Pillars in tile set mate :)

Yeah Drakkan these sets are well worth it man they are totally awesome :)

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 1:50 pm
by Prozail
Sutekh wrote:Prozail, the reason the altars for the Dark Elf and High Elf wall sets have no base is because I removed them, so that they appear to magically 'float' above the ground, hence the altar lights. If you want them to be solid then you'll need to use the original model from the LoG1 asset pack.
I figured once i got the lights working :) I hope you don't mind me redistributing them like this. Tried to keep all references back to the originals.

---

Here is a first version of a reworked Dark Elf Temple, originally designed by Daniv (Original version here). All objects are in there, but i've removed the skeleton warrior, and skeleton Archer. Maybe i'll redo them separately at a later time.

Dark Elf Temple Tileset - (Download)
Image

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 2:50 pm
by Sutekh
No, I don't mind you redistributing them at all, it saves me the job!
Very nice job, I definitely approve. :D

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 3:47 pm
by Drakkan
cool, need to try that

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 4:19 pm
by Jhaelen
Bravo, I need to test this !

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 6:24 pm
by Sutekh
The stairs don't appear to translate very well to LoG2 - they don't repeat themselves on the next 'level', making them look like they stop just a few steps up or down, and they don't remove the wall pillars, leaving some rather bad graphical glitches.

I've made some new ones for you to try, without any pillars at the top or bottom, and made them twice as long. I've also compensated for the offset, meaning you won't need it in the object definition any more:

> Dark Elf Temple Stairs <

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 9:34 pm
by Prozail
Ooo nice one. I've updated the package now. New stairs look good. (I did notice the glitches earlier.)
Other stuff that is a bit tricky is the daemon head puzzle, with sockets, and I don't know how to make the gobelain attackable, so i've made it clickable instead, and it breaks if you attack the square it's in.

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 9:41 pm
by Aisuu
For the gobelin. You can add sound playSound("wall_tapestry_tear") in onClick. It works, tested :)

Re: LoG1 tilesets???

Posted: Wed Nov 19, 2014 10:38 pm
by TSotP
Do you mind if i use this tileset as part of my Mod?