Here is my Egyptian Tileset for the Cypt(s) with an alternate texture pack. *UPDATE NOTE: All (3) Tilesets work together now (you can use all three under the custom content together), also the tilesetspecific doors are NON REPLACING, they don't interfere with the original CRYPT Doors.* Enjoy!
Posted by Steve_Savicki at 2005-03-15 13:29:24 Voted 10.00 on 03/15/05
If it's part of a module I've played, you better believe it deserves a vote. As a Macintosh user who knows nothing about the toolset, scripting, or programming, the score is 10 on default. :) _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by xavi_ at 2004-09-21 03:34:37 Voted 8.00 on 09/21/04
Posted by Jewels at 2004-02-20 10:37:06 Voted 10.00 on 02/20/04
Overall: 9 Usefulness: 9 Value for Size 10 Ease of Use 10 Quality Control 10
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Posted by adampr at 2004-02-20 10:35:21 Voted 9.00 on 02/20/04
Overall: 8 Usefulness: 8 Value for Size 10 Ease of Use 9 Quality Control 10
You may wish to contact Na' about the doors issue as he's done extensive work with these types of things.
Posted by M.G.Skaggs ( ..xxx.xxx ) at 2003-03-16 12:22:00
Yes the area lighting is off in these screenshots and does tone down with it on..
Posted by M.G.Skaggs ( ..xxx.xxx ) at 2003-03-10 16:29:00
Well gang thanks for the critique and comments on the
latest tilesets, my first attempts.
Addressing the doors texturing...I have asked Velmar and
Labtek regarding this, and haven't heard anything back.
The doors seem to be the trickyest things to deal with. I
have been trying to figure out how to make them NOT
interfere with an original tileset's doors, but no luck.
If anyone knows how to do this, let me know. Also, if
anyone knows how to retexture the Universal doors (stone,
metal and wood) please do let me know.
Thanks everyone,
MGSkaggs
Posted by rober2 ( ..xxx.xxx ) at 2003-03-10 15:06:00
i just had the strangest vision of solid snake crawling
through a crypt MGS-style....
LOL!
Posted by Moondrake ( ..xxx.xxx ) at 2003-03-10 10:31:00
This tileset has the same problem another one did. If you
change the texture of the large door, it also changes the
texture for that door in the regular crypt tileset. This
is highly undesirable to anyone who plans on using both
tilesets in their module. Also, why do the spiderweb
textures get trashed in every crypt re-texture?
Posted by Loki Hakanin ( ..xxx.xxx ) at 2003-03-10 03:39:00
Excellent...someone else who realizes that Egyptian temples
and the like were in fact taht god-awful gaudily painted.
But I think you might want to decrease the brightness on
the solid-tone parts like the stone and the floor. They
look a tad off. The painted paillars and the like, OTOH,
are more on. Do you also have long painted wall segments?
And is the floor always that tone? Or is there a
whitish/grayish one one to match the painted walls?
And finally, the textures seem a touch blurry/low res in
places...
I don't mean to be critical, I think this is getting better
with each release version. I'm just hoping to offer some
constructive feedback so it can become even better STILL.
Keep up the good work,
Loki Hakanin
Posted by Elorin ( ..xxx.xxx ) at 2003-03-10 01:16:00
I like it here, but indeed, too cheerfull, but perhaps that
goes away with interior lighting torch-only?
Posted by bodangly ( ..xxx.xxx ) at 2003-03-09 19:30:00
It's looking better, I like this a lot, but I agree, it is
a tad vibrant. I think it would look better if you lowered
the saturation on some of the brighter textures.
Posted by Jasper ( ..xxx.xxx ) at 2003-03-09 12:49:00
Ack! My eyes! It looks flourescent. Way too vibrant for an
egyptian tomb.
Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-03-09 12:11:00
Looks good man. :)
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