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Wild Woods tileset


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#1
_six

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Download v0.7 here

Allow me to be the first to post regarding a CC project here - the thread continuing from here on the old forum.

Posted Image  Posted Image  Posted Image  Posted Image  Posted Image

I've spent the last month or so working on a new woodlands tileset that you can download from the vault in it's infancy here - it's already in a very useable state with no known bugs. It currently includes detailed woods and meadows terrain as well as roads, streams, chasms (with chasm-floor streams) emitter based special effects that can be turned off in toolset, tilefading foliage, and features/groups including thatched houses, natural features and ruins. Planned additions for the future include high cliff terrain as well as sloping raise/lower for natural and varied landscapes, tilegroups for an elven village and water terrain.

...and more importantly, I'm always looking for feedback and ideas for new stuff to work on and add. Cheers!

Modifié par _six, 04 février 2011 - 10:37 .


#2
diavlen

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Beautiful stuff!

#3
TlTl

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nice

#4
QNecron

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Great tileset 6, we'll soon be adding it to our module for our forests. Been dreading getting to those areas as there wasn't a forest tileset I liked... until now!

#5
LordJared88

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Looking good, man. Excited to see those cliffs you've been working on as well as the raise / lower. By any chance will we be seeing slopes on the raise / lower?

#6
_six

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LordJared88 wrote...

Looking good, man. Excited to see those cliffs you've been working on as well as the raise / lower. By any chance will we be seeing slopes on the raise / lower?


The raise/lower will be entirely slopes akin to the TNO tileset. There is unlikely be any 'ridge' crosser, however, though you will eventually be able to use raise/lower slopes along the edge of cliffs and chasms to create what look to be very interesting and varied landscapes compared to what the original NWN forest tileset is capable of.

The raise/lower won't be in the next release as the work to create a Cliffs terrain that can interact fully with the Chasms is quite extensive, and I'd like to get a release out every two weeks or so if I can, but I have planned out the basics of every tile. The only thing I've not decided is whether raise/lower height should be 2 metres (slightly. gentle) or 3 (slightly steep). If only 2.5 was an option... :whistle:

#7
LordJared88

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Sounds exciting. Looking forward to your updates.

#8
_six

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Tentatively demonstrating the first few cliffs tiles...

#9
AndarianTD

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Nice! It looks like I may have another tileset to add to Sanctum 3. :) I have a series of wild / woodland areas to build for it I was going to need to select tilesets for soon. This looks like it may be versatile enough for the whole set.

#10
Frith5

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Great stuff, _six. I'm really awestruck by how nice those ravines (chasms) look in-game. And the fallen tree bridge is perfect too.

Another suggestion is for something I've never really seen in any other tileset for some reason. Maybe there are problems implementing this, but here goes:

River tiles. These tiles would possibly be in two flavors, river-edge and river-water. Using them alongside each other, one could make a river as wide as desired, or as narrow as two tiles (by not painting a river-water tile between the two river-edge tiles. I've tried many techniques to simulate a river, but none really work that well. Along with the flowing water fx available, river tiles could really help out in this respect.

A few groups/features, such as river-pool, river-islet, rapids, and the ubiquitous bridges, would really do a lot too.

So, there you have it. Maybe this thread is not really the right place to ask, but I know you value feedback and suggestions (hence the ravines suggestion on the other boards).  I've not messed around with tileset creation more than a few hours, so if there's a reason this sort of feature is missing, I'll understand.

Thanks for all your work!

JFK

#11
_six

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Thanks for the input, Frith. Any suggestions on the type of bridges you'd like to see implemented? I was thinking along the lines of whats in TNO but I'd like to find some kind of unique slant to put on them too - hopefully I'll be adding bridges to the Chasms in this week's update which I'm just starting in earnest and I'm still unsure as to what they're going to look like...

Modifié par _six, 19 juillet 2010 - 05:56 .


#12
QNecron

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Something like this www.peopleandplaces.us/bridges/seal01.jpg would be kinda cool for a bridge.

#13
_six

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QNecron wrote...

Something like this www.peopleandplaces.us/bridges/seal01.jpg would be kinda cool for a bridge.


Interesting, and actually quite a lot like koramodo's covered bridge's for the Bioware forest tileset. I must confess I've never seen such a bridge construction in reality myself, and have a sneaking suspicion its more of a semi-recent American thing, but I'll look into adding something like that as a secondary bridge system. However, for the primary road bridges I'm pretty set on stone ones for the minute.

The chasm bridges I'm currently working on are based on Glenfinnan Viaduct around Fort William in Scotland (which you might recognize from being used in the Harry Potter films).

Edit: and he posts a screenshot!

nwn1cc.com/six/_dumpit/bridgehttp://nwn1cc.com/six/_dumpit/bridge

Modifié par _six, 21 juillet 2010 - 02:08 .


#14
QNecron

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Here is a good example of an elven type bridge, though I don't know if you have plan for elven stuff.

th04.deviantart.net/fs10/300W/i/2006/121/5/5/Elven_Bridge_by_ktalbot.jpg 

Now that you say something, I don't think I've ever seen a covered bridge dating back - so yeah it seems like a recent thing that really doesn't belong in NWN.

#15
Eradrain

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_six wrote...

 a sneaking suspicion its more of a semi-recent American thing


I believe you're right about that one.

If you're gonna make a bridge over your chasm, why not something like in Dragon Age?  The walkway overlooking the chasm at Ostagar in the prologue of the game?

http://www.dragonage...ar/ostagar2.jpg

Edit:  Just now saw your screenshot.  Looking great, though, as a personal request, would it be possible to get a version without the battlements?  Either with a straight, uniform railing or no railing at all?  In either case, keep up the kickass work, mate.

-ValynDyral

Modifié par Eradrain, 20 juillet 2010 - 09:24 .


#16
_six

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Eradrain wrote...

Edit:  Just now saw your screenshot.  Looking great, though, as a personal request, would it be possible to get a version without the battlements?  Either with a straight, uniform railing or no railing at all?  In either case, keep up the kickass work, mate.


Possible, yes, but to my mind at least adding such a subtly different alternative as an entirely new crosser (which it would have to be, the way the geometry is set out across the tile) might be feature creep. Once I've got the bridge and cliffs fully implemented as is, I'll let you see if you think it's necessary (poke me on MSN, perhaps).

Modifié par _six, 20 juillet 2010 - 10:26 .


#17
Frith5

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I seem to be having a problem posting. Hrmmm. Let me try again.

I'd love rope bridges, like in Indiana Jones films. Also log bridges (that is, bridges made with small round logs across big logs). I've gathered some images of bridges, which I'll have to figure out how to post.

Thanks again, _six.

JFK

#18
Tarot Redhand

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You asked for feedback and you seem to be going with stone as the building material. Also, if I'm not mistaken, you're looking to put your own slant on them. So considering rainwater has to go somewhere how about some (non-monster) gargoyles on the side of the bridge just for drainage?



TR

#19
_six

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Tarot Redhand wrote...

So considering rainwater has to go somewhere how about some (non-monster) gargoyles on the side of the bridge just for drainage?

That's a pretty neat idea. I think I will have a shot at a feature with some type of statue on a shelf just on the upper  section of the bridge pillar, though naturally I've made life more difficult for myself in that regard by not making the pillar particularly distinct from the overall bridge shape. Hopefully I'll be able to pull it off without requiring a great deal of extra resources...

http://nwn1cc.com/si...umpit/morewoods

Modifié par _six, 21 juillet 2010 - 02:59 .


#20
Jez_fr

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woah! fantabulous =)



sorry nothing more constructive to say :P

#21
Calvinthesneak

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I really like this tileset Six, can't wait to see how it turns out. You'll wind up challenging Worm's seasonal in size at this rate.

#22
MissJaded

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I downloaded this tileset at n.w. vault recently.
I must say.... it looks very beautiful indeed!:happy:
It's far from something we used to expect with the old  forest tileset in NwN! Splendid indeed!

BUT..... I've been having  a bit of a minor problem with it.
As "Six" has said, it's currently bug free. That much is absolutely true!
But it's just when I place a tile down, like a road or building, I can hardly see where I'm putting it, and infact I can hardly see the tile itself unless I zoom right down to the ground. *sigh!*

I think this is because of the thick canopy overhead which makes it that way.
The tileset is full of beautiful trees that I cannot think to add any other types in the CEP. But maybe if that was lessoned a bit.... I dunno really. It would just be really nice to be able to see where I'm placing the tiles, that's all.
:police:

Modifié par MissJaded, 21 juillet 2010 - 06:06 .


#23
Calvinthesneak

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I think enabling/disabling tile fade?

#24
Estelindis

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That bridge is freakin' awesome! :wizard:

Modifié par Estelindis, 21 juillet 2010 - 02:37 .


#25
_six

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MissJaded wrote...

But it's just when I place a tile down, like a road or building, I can hardly see where I'm putting it, and infact I can hardly see the tile itself unless I zoom right down to the ground.


As Calvinthesneak suggested, you want to go to Environment in the toolbar and make sure the Fade Geometry option is turned on. That will hide all the tree foliage, leaving you able to see what you're doing. You can also use the Hide Second Story tiles game option ingame to make top down viewing ingame much easier.