[WIP] £exa's Dwemer Interiors: Sovereign Tileset (LDIST)

Post » Thu May 19, 2011 8:14 am

Yeah,

I'm back on stage with a small dwemeric side project:

£exa's Dwemer Interiors: Sovereign Tileset (LDIST)

Some already might have recognized that I'm creating yet another Dwemer interior tileset at the moment. I always asked myself if the Dwemer really were that nihilistic that they enjoyed living in those ramshackle industrial dens. Would they really suffer in such loud and stinking ambience? Nope, never... these ruins were nothing but workspace and the rest was utterly destroyed in the meantime. But how did Dwemer live then? Well, maybe I found an answer to it:

These screens you already know:
http://postimage.org/image/1n2sfyfno/
http://postimage.org/image/1vbbtznb8/

And here we have some more:
http://postimage.org/image/6kkmakys/
http://postimage.org/image/6ksvzbfo/
http://postimage.org/image/6kzi4pes/

Looks quite finished but there's still a lot work left over like polishing up the vertex coloring, redoing normals and collision and well a bunch of other things have to be added. Most likely I will offer three different doorjams (so you can intermix with the Bamz-Amschend and vanilla corridors) and some deco pieces for the walls and and a corridor endcap. Of course a new neon for these corridors.

But I'm looking forward to releasing this soon. Hope you like it :)

£exa
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Calum Campbell
 
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Post » Thu May 19, 2011 2:57 am

it looks positively gorgeous, I'm very looking forward to seeing this new tile set in my game. :goodjob:
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Eilidh Brian
 
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Post » Wed May 18, 2011 11:04 pm

Who wants the vanilla corridors when you have made this awesome LDIST mod and I assume that LDIST is modders resources once you have finished it. :wink_smile:

Brilliant piece of work £exa and thanks for posting this pictures here. LDIST is what vanilla dwemer tileset should been. Good luck £exa. :tes: :thanks:
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Paul Rice
 
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Post » Wed May 18, 2011 5:58 pm

Screen shots look great. :)

I have some difficulties with the blue "H" shape though. Since it's a latin letter, our mind is well-trained to perceive it as such, which feels odd in a Dwemer tileset. This effect is strengthened by the coloring, which makes the H stand out already. As a result, the H's "steal" a lot of attention from the rest of a great tileset. Perhaps choose a different shape there? Or is it just my mind that's wired to perceiving H's there?
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Unstoppable Judge
 
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Post » Wed May 18, 2011 5:25 pm

I said it before, I'll say it again.. Wow!

This is looking fantastic! Can't wait to see them in-game. :D





KF
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Mistress trades Melissa
 
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Post » Wed May 18, 2011 6:46 pm

Perhaps choose a different shape there? Or is it just my mind that's wired to perceiving H's there?
I had the same thoughts first... I thought about taking large Dwemer Glyphs what is easy done but I love symmetry and thus I would have to mirror the glyphs - but this looks weird. But to add variety the "H" won't be the only shape in the final setting. It's omnipresent at the moment for the reason that I did not finish the other Inlays yet. But my tileset will allow the modder who uses it to take other shapes - I will provide up to five such deco inlays plus air ventilation grates. So if one doesn't like the H, it's their choice to take a different one.

By this I have answered Leonardo2's question: Yes it is a modders resource. And thus kiteflyer61 will have to wait until someone shapes a mod with it *gg*
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Sabrina garzotto
 
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Post » Thu May 19, 2011 3:47 am

I thought about taking large Dwemer Glyphs what is easy done but I love symmetry and thus I would have to mirror the glyphs - but this looks weird. But to add variety the "H" won't be the only shape in the final setting. It's omnipresent at the moment for the reason that I did not finish the other Inlays yet.

Ah, I see. Another advantage of the "H" is that it fits the general design (rectangular lines) better than a dwarven glyph would. But I agree that the H probably won't spring to attention so much when there are other shapes (identically coloured) in the neighbouring tiles. Perhaps a rectangular "o" shape, and one that turns the H by 90 by degrees? (Though that could lead to strange side effects like dwemer walls that apparently spell OHIO ... ;) ).

Also, thanks for planning to make this available as a resource. It's decidedly Dwemer, yet markedly different from the usual "machinery" Dwemer designs, so it opens many new possibilities - as you planned, I think. :)
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DAVId Bryant
 
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Post » Thu May 19, 2011 1:10 am

Outstanding work, Lexa, outstanding. And fortuitous for me, personally. I've been struggling to find the right look for the royal section of my Dwarven city and you've hit the nail on the head with these. I've been trying to use the Bamz-Amschend set but its just not working. I was also thinking I could use it for the non-workshop sections for the player's home as it feels very welcoming and regal so that's two homes so far for it. Well done and thanks for releasing it as a resource.

I agree about the "H" point from Psy somewhat and am glad you've decided to release some other modules.
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Nicole Kraus
 
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Post » Thu May 19, 2011 9:19 am

Looking fantastic! I'm so happy to see that ventilation has been accounted for. It would be neat if the player could enter the ventilation system using the grates(maybe only "loose" grates similar to how the underwater entrances in Vivec are set up) as doorways though that might be a bit out of the scope of what you're trying to do here as you'd probably need to come up with an entirely new(if very minimalist) tile set for the air duct system.
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kelly thomson
 
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Post » Thu May 19, 2011 8:59 am

Looking fantastic! I'm so happy to see that ventilation has been accounted for. It would be neat if the player could enter the ventilation system using the grates(maybe only "loose" grates similar to how the underwater entrances in Vivec are set up) as doorways though that might be a bit out of the scope of what you're trying to do here as you'd probably need to come up with an entirely new(if very minimalist) tile set for the air duct system.


I made some air vent tiles like that once. The thing is, the vents need to be rather large for a player to actually fit, unnaturally large. But I came up with a solution. The floors of the vents had no collision, the actual walkable floor was beneath that. I also forced first person and disabled 3rd when you activated the vent-door thingy (and reactivated when you opened another) so you couldnt see that half your character was embedded in the floor. Gave the impression that you were crawling. Dunno of Lexa wants to try that or not. Great tileset though regardless.
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SHAWNNA-KAY
 
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Post » Thu May 19, 2011 5:53 am

I made some air vent tiles like that once. The thing is, the vents need to be rather large for a player to actually fit, unnaturally large. But I came up with a solution. The floors of the vents had no collision, the actual walkable floor was beneath that. I also forced first person and disabled 3rd when you activated the vent-door thingy (and reactivated when you opened another) so you couldnt see that half your character was embedded in the floor. Gave the impression that you were crawling. Dunno of Lexa wants to try that or not. Great tileset though regardless.

That's a great workaround and probably the most aesthetically appealing way to do it. On the other hand, is there any particular reason to avoid having a larger duct system that can be walked through? If you're trying to ventilate massive areas that are buried far below the surface, you'd probably want to have fairly big ducts, no? I was envisioning large duct passages with big rotating fans(with a protective mesh, of course) forcing the air around. Crawling around would be pretty neat, though.
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Vickytoria Vasquez
 
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Post » Wed May 18, 2011 9:25 pm

I dunno, I personally thought the giant air vents looked unnatural. Also I wanted to hide the entrances behind crates and stuff.
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Andrew
 
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Post » Thu May 19, 2011 5:58 am

Amazing work Lexa. :goodjob: I can't wait to tinker around with this tileset once it's released.
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vicki kitterman
 
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Post » Wed May 18, 2011 7:36 pm

I dunno, I personally thought the giant air vents looked unnatural. Also I wanted to hide the entrances behind crates and stuff.

Since the Dwemer had pipes, and a lot of pseudo-industrial machinery, and didn't mind noise, the most likely system seems to be pumping pressurized air through the pipes. On the other hand, Dwemer logic and human logic don't necessarily match, so if anything sounds nice to have but a bit odd, we can always attribute it to the strange Dwemer way of thinking. :)
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Alyce Argabright
 
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Post » Thu May 19, 2011 5:23 am

Looking fantastic! I'm so happy to see that ventilation has been accounted for. It would be neat if the player could enter the ventilation system using the grates(maybe only "loose" grates similar to how the underwater entrances in Vivec are set up) as doorways though that might be a bit out of the scope of what you're trying to do here as you'd probably need to come up with an entirely new(if very minimalist) tile set for the air duct system.
This is intended to deliver a "royal" looking tileset - nothing more, nothing less. So I have no plans on adding anything to it, to let the player crawl and creep "behind the scenes". At least for the time being... that does not nescessarily mean, I won't do it at all. But if so, an air ventilation tileset would be a seperate release.

And yes, the Dwemer mind is a strange place... Dwemer can divide by zero XD
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GRAEME
 
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Post » Wed May 18, 2011 11:23 pm

What happened to those big Dwemer gates you were working on?
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Jade Payton
 
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Post » Thu May 19, 2011 12:00 am

What happened to those big Dwemer gates you were working on?
I am not working on the gate 'cause finished it already - at least for now. At the moment I am busy with this tileset. Hopefully I will manage to do the corridor ending and a doorjam (plus animated sliding door) today. The doorjam is a bit tricky with all this deco stuff on the walls but at least I know how it should look like :)

Will present further screens when it's done.
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Farrah Barry
 
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Post » Thu May 19, 2011 4:37 am

Nice to see this in a thread of it's own. I really like the tileset, can't wait to tile it around :D

I do agree about the H piece, having more variety would be more than awesome. For some reason I can't help myself not to look at it as a window, probably because of what I wanna do with it in my mod :P

Nice work all in all, will keep my eye on this :foodndrink:
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Louise Lowe
 
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