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Karst Caverns Update III

This week I spent some time fixing the textures in the corridors. While testing, I accidentally stumbled across this cool side view that looks through the corridor wall. This was made at the edge of the map region, so there is no other rooms in front of the corridor. I was thinking I could make a cool side scrolling adventure just using a huge assortment of corridor tiles. Kinda blew my own mind on accident.



To help let you see this cave better, since I got a few complaints on the last update, I've upped the brightness 30% and the contrast 15%. In the picture above you can make out a texture issue in the pool of water on the right. This has been fixed and updated. Shown in the back corner of this room is the two corridors corner tile. You'll notice that my corridor-to-room conversion is more tube-like than Diademus' similar conversion. Again, this is just one of three options once the alternative corridors are added. The other are tall with no cieling, and short upside down U-shaped.

So far the first corridor type has 10 variant tiles for straight through. Of these, one is not crossable on foot. The corridor also includes a 2m height transition (shown above) which had 5 variant tiles. Two of those tiles are ledges you cannot cross on foot. There are 5 dead-end sections, 4 t-tiles, 3 cross-tiles, and 3 corners. All walkmeshes have been tested with vanilla PC bodies, and they work well.

the only problem I see is that some light is escaping one corridor and touching the corridor 10 meters away, which looks funny, and is too revealing for my wants. I'll probably add some blocking bits around each tile to stop this.

Other changes and fixes this week include:

  • Added a little bit more blue to the underwater textures. They were too green and too dark.
  • Fixed walkmesh issues with some water and pit tiles.
  • Fixed water-edge texture issues where the underwater section was 5cm above the water level on half the pond.
  • Fixed water-edge texture issues where ledges underwater were exactly at the water level, causing flickering textures.
  • Built a script to apply texture to height transition tile walls so they match the adjacent tiles.

To do:

  • Make pits deeper. The goal is to NOT see the bottom in a black-fogged cave under torchlight. I might remove the bottom entirely and just let the black cave background do my work for me. The sides will still need to be elongated a few meters.
  • Touch up water and pit tiles before re-attaching to the SET file.
  • Redo the boundary between pit/water textures and the standard floor mesh. It is currently unsmoothed and shows a lot of edges.
  • Recut and retexture great chasm tiles before attaching to the SET file. A change in wall texture requires the mesh cut locations be modified.
  • Add conversion tiles for the two transition types, smooth and ledged.
  • Recut and retexture height transition tiles.
  • Finish Mixers: pit/room/wall tiles
  • Finish Mixers: water/room/wall tiles
  • Finish a few of the 2x2 and 3x3 rooms cloned from Sword Coast Legends
  • Finish at least 3 each of stair-up and stair-down exit rooms
  • More ceiling variety OR placeable ceiling variety
  • Get some basic tile maps built (just preliminary shapes, nothing fancy)
  • Release the first set and placeables.

Delegate to future releases (in intended order):

  • Corridor 2: Tall and open
  • Invent a few wall types made of speleothems
  • Corridor 1 Variety: Water features
  • Mixers: Room1 Height Transition -> Corridor
  • Mixers: Great Chasm -> Corridor
  • Great Chasm Bridge Crosser
  • Great Chasm Platform (made of dripstone)
  • Corridor 3: Short and wide
  • Room 2: Cathedral Ceiling Rooms
  • Mixers: Room 2 ->Great Chasm
  • Finish many other 2x2 rooms and larger, including miniaturized SCL rooms
  • Upgrade tile maps to look like Diablo III or Torchlight II maps. These basically just show the walkable region.
  • Finish the special corridor rooms
  • Secret passages and required placeable parts to complete the appearance.
  • Water 2: Shallow with walkable cave rafts and some moving water (Needs mesh update, and retexture)
  • Water 3: Darklake (has a shoreline rather than a drop-off)
  • Finish skylight rooms (including the Darklake transition to open ocean) 
  • Clone in basic tiles shared by many tilesets, and some others from Rural, Cave, and Underdark

I've also started collecting spiderweb related content for the future spider cave variant tileset.

 

 
First Release: 
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quevy

All this is quite wonderful, a new cave tileset is very useful to give variety and this will do it in the best way possible. Waiting for the next news.

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Tauredor

cool

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DrA

So far, so goodsmiley I hope to see this released soon.

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MadHatter

Looking top notch!

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thirdmouse

Ha, love the sidescroller concept and view ! I can see it :P

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E_H_Bonner

Friend merricksdad,

These tiles look absolutely amazing!  Top notch work - thank you for contributing to the community!

And the sidescroller sounds fantastic!  Prince of Persia NwN style!  

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Grymlorde

Spiderwebs in the karst caverns will... be... spooky!

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merricksdad

I'm seriously thinking of making the basic room setback walkable. The placeable objects will still make the needed areas unwalkable as needed, but the rest can be more fight space. It will also open up the bottleneck areas for wider body forms like dragons.

The other option is to move the setback edge to the exact position it is in the caves & mines vanilla set. This gives more room for walking, and I can still have the unwalkable region on the surround.

My goal with the surround was that I can have room where the wall juts out, but doesn't block the heads of players and monsters, unless they're huge+. It also greatly helps with the automatic walkmesh builder. If I make it walkable, I have to redo the walkmeshes...

Going to think on this for another week. I'll do something else from my list in the meantime.

 

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merricksdad

Sorry for lack of update. Been slightly more busy with work and home life. Be back to it after this week's exams.

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