Tile Transitions

Post » Mon Jun 18, 2012 7:50 am

Hello, forgive me if my lingo isn't correct, this is my first foray into modding.

I'm using the Dungeons->Caves->Green kit and I want the first few pieces (tiles?) to be snowy (as though snow is seeping in the entrance of the cave), then to fade into non-snowy. My first piece is "CaveGHall1Way01SnowTEMP", it looks nice and snowy in preview. But there are no other pieces that would start out matching that snow but ending in non-snow. There's a "CaveGHallRamp01SnowTEMP" tiles nicely with it, but still doesn't allow for transition to non-snow.

I very well may be looking i the wrong place.

In general, in that kit it seems there are pieces ending in "ice" that don't look any different than pieces that don't end in ice. For example, CaveGHall1Way128U01ice previews the exact same as CaveGHall1Way128U01Falmer. Will they actually look different once rendered in game?

Thanks for helping a newbie.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Mon Jun 18, 2012 8:19 am

I haven't messed around with it too much, so this may not be what you're needing... but try dragging a Texture Set into the Render window (in this case, I'd suggest "DecalSnowTransition"), and move the blue arrow that shows up close to the ground where the two pieces are meeting, and make sure its pointing down at the tiles. It won't show up that well in the CK, so you may need to try it out in game a few times to get it just right.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Mon Jun 18, 2012 3:16 pm

Hello, forgive me if my lingo isn't correct, this is my first foray into modding.

I'm using the Dungeons->Caves->Green kit and I want the first few pieces (tiles?) to be snowy (as though snow is seeping in the entrance of the cave), then to fade into non-snowy. My first piece is "CaveGHall1Way01SnowTEMP", it looks nice and snowy in preview. But there are no other pieces that would start out matching that snow but ending in non-snow. There's a "CaveGHallRamp01SnowTEMP" tiles nicely with it, but still doesn't allow for transition to non-snow.

For the most part you won't find any transition tiles in any of the tile sets. My advice when you want to make a switch is to use clutter to hide it. In this case if you can find some snowy rocks that are the right color (the tileset itself my have a rubble section or something like that) scatter them around the switch point. Where it gets really tricky is when the ceilings don't match up. Same trick works but its harder to make it look natural. Only other option really would be to make a trans tile yourself with some editing tools.

In general, in that kit it seems there are pieces ending in "ice" that don't look any different than pieces that don't end in ice. For example, CaveGHall1Way128U01ice previews the exact same as CaveGHall1Way128U01Falmer. Will they actually look different once rendered in game?

Thanks for helping a newbie.

Yeah, from what I've seen playing around they change in game.

Hope that helps.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Mon Jun 18, 2012 1:29 pm

Yeah, that's pretty close anyway. I'll have to play around a bit more but it's a start in the general direction. Thanks for your help and pointing out that texture sets exist :)
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Mon Jun 18, 2012 9:36 am

For the most part you won't find any transition tiles in any of the tile sets. My advice when you want to make a switch is to use clutter to hide it. In this case if you can find some snowy rocks that are the right color (the tileset itself my have a rubble section or something like that) scatter them around the switch point. Where it gets really tricky is when the ceilings don't match up. Same trick works but its harder to make it look natural. Only other option really would be to make a trans tile yourself with some editing tools.



Yeah, from what I've seen playing around they change in game.

Hope that helps.

Ok, thanks. Maybe I should load up a few caves and see what Bethesda's level designers have done. Your suggestion about using clutter is a good one.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am


Return to V - Skyrim