Search found 13 matches
- Mon Oct 12, 2009 1:34 am
- Forum: Community Projects
- Topic: Placeables Tileset
- Replies: 10
- Views: 46085
<r>[quote=Nissa_Red;14918]Has anyone ever tried the following :<br/> <br/> 1/ keep 1 wokmesh per tile, with no visible geometry<br/> 2/ create 1 placeable out of the fusion of all the tiles<br/> 3/ place the placeable in the area at the load of the module ?<br/> [/quote]<br/> <br/> Ok, as a placeabl...
- Sat Jul 18, 2009 5:15 am
- Forum: Table Talk
- Topic: Enhancing Bioware Rural (WIP)
- Replies: 23
- Views: 79691
- Wed Jul 15, 2009 11:27 pm
- Forum: The Learning Curve
- Topic: Adding a roof to an interior tileset.
- Replies: 6
- Views: 18818
<r>Thanks for dobbing me in Raven! <E>;)</E><br/> <br/> Borden I think the most important thing with adding a Roof, which, sadly I learnt very late into the creation of the Classic Dungeon is this:<br/> <br/> Don't create a flat textured plane for the roof and then rotate it so it's pointing the rig...
- Mon Mar 30, 2009 6:01 am
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
CM3 will allow you to auto-turn off EVERY shadow on the exported files, but you would have to re-run it each time if you are working from the source GMax files. Yeah... there's quite a list of things like this I have to run/run through with my Classic Dungeon before its good to go - something I was...
- Sat Mar 28, 2009 9:12 pm
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
Just, yanno, for future reference... Try using a batch replacer to change "shadow 1" to "shadow 0"? Sadly I've become quite accustomed to working from gmax files rather than directly from mdl files like you do... In light of the time this would have saved me, perhaps it's time to re-think my strate...
- Mon Mar 23, 2009 11:03 am
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
- Mon Mar 23, 2009 6:11 am
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
Nobody has ever complained about the lack of shadows in any of my tilesets. But, if one can get by without people noticing the lack of shadows, it does beg the question: why bother? You've both nailed it for me (sorry about my tardy reply). I've spent the best part of last night getting rid of ever...
- Fri Mar 13, 2009 11:02 pm
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
You may be able to save some shadow hassles by just creating simplified non-rendering shadow boxes. The only option that gets checked is 'shadow'. You can use any texture you want for it, as it never gets rendered in game. I hear that! That's actually what I meant above when I said non-rendering si...
- Fri Mar 13, 2009 10:10 pm
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
Thanks for taking the time to reply guys (and gal) - I really, really appreciate it. When I discovered that Diademus' Underdark tileset didn't have shadows I was absolutely floored mainly because when I had taken it for a drive 'in game' I hadn't noticed (the beautiful texture work was a distraction...
- Wed Mar 11, 2009 1:16 am
- Forum: Tileset(s) and CC Integration
- Topic: To Shadow or not to Shadow...
- Replies: 17
- Views: 65980
To Shadow or not to Shadow...
<t>Ok, so Diademus did not use shadows in his highly regarded Underdark tileset.<br/> <br/> Last time I checked Six wasn't doing shadows in his tilesets (in the interiors at least).<br/> <br/> An certain high profile modding site (cough, cough) has recently had many non-shadow comments appear in it'...