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D20 Modern: Basc Tiles Complete

Week 4 update. I've finally completed all of the basic tiles: the corners and the sides. "What now from here?" you probably ask. This is going to be a short update because I'm eager to get started. From here I'll be going back and start adding different variants for tileset. I'm hoping I can add at minimal of two variants. Adding these variants won't take long at all. Thus, when finished, I can begin tinkering with the crossers, such as the alleyways for the slums.

 
It came to accidental discovery, when I was surveying the modern interior, there is a subway tileset. To say the least, it was "bare bones". From what I saw there was four tiles. Good thing I'm making my own subway tileset.
 
The green bridge had interesting tiles but I set it aside for now. There's a few reasons: the road and sidewalk don't transition smoothly with the bridge, I'll need to create a feature for it, and works over the water tiles. Nonetheless, I'll return once I’m adding the variants.
 
Speaking of roads and sidewalks, it received a few changes. First the road has a replaced texture. They both are now embedded in the ground. The road is going to be a terrain and the street is the crosser to connect to the road. The road will be able to accommodate four cars and the street with two cars.
 
As I going along naming the objects, it hit me: the naming convention. For example, dgt04_e09_18 is the slums tile. It's a bit obscure to me but I was lucky to unearth an ancient PDF file here in the vault. Even then, it was still a bit obscure to use that method. Notwithstanding, it may served a good reason back then. I decided to develop my own naming convention but won't stray too far.
 
That's all for now. I'm really eager to begin adding variants. If you got questions or comments, let me know.

 

First Release: 
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Vanya Mia

Glad to see you are progressing. The subway is an old one that I reinstated for the latest haks but had yet to get around to doing anything more than improving the textures a little.

Keen to know precisely what you are changing in terms of models and tileset naming conventions. I did hope to bring your work into the hak pack seamlessly, if permitted, but am wondering about how it will affect reverse compatibility - and as with CEP that is something we always tried to maintain. While new tiles will affect nothing, indeed would add some much needed variety I've never got around to providing, some of the changes you seem to be making look like that might not be possible.

Is your plan now to provide a completely separate tileset? If so could I suggest the textures and tiles are all renamed so that it could be adopted without affecting reverse compatibility?

 
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VahnHaunt
I have a strict guidelines in what I want to do. They're not priority-set by any means. Obviously, I'm changing the modern exterior and interior: reduce geometry, use the original textures much as possible and smoother walk-meshes. Once I'm complete, I can begin adding new tiles for them, such as the construction site. This will, without a doubt, increase the number of tiles in the dgt04.set file.
 
As ideas flowed into my mind, I knew it was going to pose capability issues. Plus, a fellow builder has brought up an issue. He was currently using a particular high-rise that will affect work severely. In which it posed two problems. So, to kill birds with one stone, I was hoping these new tiles may be in (or be apart of) a new version of d20 Modern. This way I'm not forcing builders to re-download the same hakpaks again to have setbacks in their work. Or, by other reasons or denied permission, I'll gladly make them as separate tilesets to avoid these issues altogether.
 
I'm aware you’re a bit of a control freak, and I'm making sure that I won't cross the threshold. I hope your curiosity is satisfied, but if isn't, please don't hesitate to ask.
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Vanya Mia

Okay, so this is how it goes. You asked for comments and questions so I asked one, and here is why.

I'm not sure if I am correct but it seems to me that you have decided to change the actual structure of the original tileset models. If that happens and floor levels are changed or roads removed then existing modules can't use the tileset, obviously, as placeables will be above ground or through the floor or inside walls or not around the windows they previously framed. Roads badly need to be in as proper crossers on the exterior tileset but if a road tile is no longer a road tile then all the road furniture needs moving. Those totally inappropriate tables and benches need removing from the interior but if someone has put seating around or table items on top of then the same thing happens.

In short, I was hoping for a "No, it's okay, I'm just altering additional tiles." or an "I'm doing it as a separate tileset now, because it works better that way." I would dearly like to see improvements I don't have the skill to provide in D20 Modern, and this certainly looks like just the thing a very dated tileset needed.

However if you have changed the floor levels or position of vertical structures for existing tiles then if your work is imported directly into the haks it almost certainly will break builders' work.

I don't want to do that and if that makes me a control freak then I'll own the label proudly.

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VahnHaunt

I do appreciate your comments and I won't dismiss them. The truth about me, I have a similar thinking process like Albert Einstein: It sounds great in my head but my explanations are horrible. Once I start the seeing the issues it brings, I start getting concerned.

 
 
As you said yourself, being a control freak, I wasn't sure you meant it meaningfully or jokingly but I didn't meant it as an insult. I took it into humble consideration not to upset you. Obviously, I did, due to my poor explanations, and I greatly apologize. As well, the other builders. I will resort to option B because option A was going down the drain anyways. The more I thought about being it a seperate tileset, the more I thought of the issues it'll bring.
 
I started this re-edition project and I want to finish it without breaking the builders' work. Again, I apologize if I insulted you.
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Vanya Mia

Alright, I understand a little better now I think. The important point is that the modern tileset as it stands right now is old and really needs an update. I would never want to discourage contributions unnecessarily and the things you have talked about previously have made me very eager to include them within the D20 Modern haks.

If suggestions for breaking it down helps then anything you can add by way of texture would be awesome. The only thing to watch is not moving the physical location of the windows, as I think some are done by just having them part of the overall texture for the wall. Walkmesh improvements to prevent your character suddenly being able to leap buildings in a single bound, at least unintentially, are also extremely welcome. Fixing the hookpoints for some doors too, if it can be done. Similar completely new variations on the existing tiles with different features would met with immense gratitude. Things like additional doorways, alternative shop windows, broken windows, more fire escapes, hanging washing, and so on. Completely new tiles are also very much desirable, and I was very excited at the mention of things like a construction site.

However I do understand the wish to bring something new to the table and if a separate tileset is what you prefer, if only to allow you to develop things freely without concern, then that is fine too. Do feel free to copy the existing one with a different naming convention and use it to develop what you need. That way when you are finished it can be included in the haks without affecting earlier modules in any way.

 

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