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#226
Fester Pot

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Sure thing.

My suggestion is to download the package, rip out the .tga files to a directory, view them and pick which ones you want, then rip out the .mdl files associated with the skybox and add it to your hak.

There's some clouds in the collection as well, which might go well with your flying areas.

FP!

Modifié par Fester Pot, 21 décembre 2010 - 04:12 .


#227
AndarianTD

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Fester Pot wrote...

Sure thing ... There's some clouds in the collection as well, which might go well with your flying areas.


Wow! Relatively new (brand new to the Vault), and gorgeous! What a find! Thanks, FP!

#228
Tarot Redhand

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For a sort of catalogue of skyboxes there was a pdf document released onto the vault a while ago by Tyndrel. While it was intended to showcase the skyboxes in the CEP, if you read the actual names of the skyboxes ypu'll see that most of them are from the CSP. It can be found here.

Personally I found the TUK collection to be disappointing as there were few new ones in it and there was only one of these that didn't have a join in the middle. Personally I found Izk's Skybox Experiments (CSP 2.1 compatible) to be better.

But anyway as we are off-topic...

TR

Modifié par Tarot Redhand, 21 décembre 2010 - 06:17 .


#229
_six

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Fester Pot wrote...

EDIT: UG! Six my good man! This is bigger than any new tile added to this wonderful tileset! NO MAIN LIGHT 1 or 2 for TILE PROPERTIES!

Heh, I know you love those. If I said that was deliberate, how much trouble would I be in? :whistle:

#230
gutwrench66kg

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Rain?

#231
_six

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usagreco66kg wrote...

Rain?


Rain?

#232
gutwrench66kg

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or rather what seems to be the lack of rain? While setting the area properties, I set rain and lightning to 100%, area is exterior, above ground, natural, etc. and I'm getting no weather effects. In other areas, using microset, or rural (just for experiments sake) I can get the weather to fire just fine.

Edit: my village just called. they want their idiot back.:unsure: It turns out that if you simply try to use the "Test" feature in the toolset, it doesn't load weather effects if the area is already open. Been tinkering with the toolset for years, and still learn something new here and there.

Modifié par usagreco66kg, 22 décembre 2010 - 05:28 .


#233
henesua

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Great stuff, six. I love this tileset. If anything I'd venture a guess that this tileset will help bring more players back to NWN. I also appreciate your efforts at project q.



All the requests below are meant in good spirit. If you don't like the ideas or tis too much work, thats fine with me. I just thought that since you asked, I might as well throw out a wishlist and see if any of this interest you.



Suggestions (all about water tiles and streams)

walkable (shallow) water

- at present the water looks shallow enough to cross, but only lets you wade partially in. Given some of the awesome combinations that water has with cliff faces I'd like to give players the option to explore these spaces. The water gaps between cliff faces for example are just begging to be walkable, as are small ponds and pools.

- so... perhaps two types of water tiles? water (shallow) and water (deep)? OR just make all water walkable so that it is up to the builder to raise the terrain around the water if they want to make it impassable. OR the raise/lower tool changes the depth of the water and you only get 2 states?



cave in cliff face @ water

- this only makes sense if water is walkable

- three options (I can only hope): a cave at the surface of the cliff, a recessed cave entry, a recessed cave entry behind a waterfall



waterfalls into water areas

- would like a waterfall from a cliff into a water area as an option. perhaps its one of the alternate forms/meshes for a cliff face when interacting with water.



water filled chasms

- a chasm filled with water. i like the option for streams in the chasm. just asking for one more option. this would allow us to create dense forest areas overlooking a vast lake or ocean.



more flexibility with streams and water

- at present water corners and streams are incompatible. I understand that this would be much more work for you, and so am not expecting anything. just know that it would enable an explosion of diversity that I'd be happy to take advantage of.



Placeables:

- have you considered releasing some trees in the same style as this tileset as placeables? This would enable these trees for CNR, and also allow us to lay down a forested edge to your wildland tilesets near a transition to wildwoods.


#234
_six

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Ok guys... You'll want to sit down for this.

A few days ago I had a pretty catastrophic hard drive failure and unless I decide to go to more extreme lengths to get stuff potentially recovered it seems like all the new features/groups I added since the last vault update of Wild Woods are gone. So the windmills, watermill and a few other new buildings have been lost, as well as a few minor things like extending the Thicket terrain's paintability and a new fence and cobble terrain I'd been working on.

I don't really know where to go from here as I'm not particularly inclined to remake that amount of (in some cases pretty tricky) work, and as you may have noticed I've been spending next to no time on NWN content altogether as of late. Thankfully I've been able to get a fully up to date copy of the Rural Interior 2 that I'd circulated within Q, so that's still on the cards, and the Caverns set shouldn't be too hard to get hold of - but it looks like this might be it for Wild Woods. If only due to the demoralisation factor. There's a good chance that I'll still put together an update making the terrains more compatible with each other, but I was considering the groups/features pretty much done at that point already.

So... Uh... Give me a month or four...

In the mean time I think I'll throw together a respectable looking release for the ole Wild Sands desert thang by way of consolation.

Modifié par _six, 23 janvier 2011 - 05:37 .


#235
Frith5

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Well that sucks. Sorry man, that's gotta hurt.
:(

#236
henesua

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I'm sorry to hear that, six. I know how demoralizing losing a great deal of work can be. I had the same problem once upon a time, and now am religious about backing up my data.



I do hope that you come back to wildwoods sometime in the future. Amongst all the tilesets I've used in NWN, areas made with wildwoods feel the most like a real place. Its character is the best realized out there.



That said, if you are going to shift gears and work on other wild landscapes, I am excitedly anticipating whatever arises next from your genius. In the mod I am working on the wildlands and wildwoods (along with TNO, Barrows, and Fort) are the core aesthetic I am working with. All those tilesets work so well together.



I've not seen wildsands, but am sure it will be brilliant.



Have you ever considered revisiting your barrens tileset? I really like the barrens as I see potential in it for making "wasted" landscapes - those places made bleak by war or centuries of exploitation.

#237
Renzatic

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Eww, damn. That does suck something horrible. Sorry, man. :(

Like you and Henesua up above me, I've also lost a goodly chunk of work due to a harddrive deciding to die off for no apparent reason. I ended up losing about 3 months worth of work because ofit. The whole scenario hit me so hard, I didn't work on anything for months thereafter. Nowadays, I'm all about saving everything to a thumbdrive, backing it all up to a DVD, and uploading it to my dropbox account. I take no chances anymore.

Hopefully you'll bounce back faster than I did. Your stuff is too good to miss out on.

Modifié par Renzatic, 23 janvier 2011 - 10:45 .


#238
Draygoth28

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Yah,that does stink,I too have had hard drives crap out with no notice.Wish you the best with what ever you decide to do,and hope you take another look at your barren tileset, it has lots of potential .

#239
Estelindis

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I'm really sorry, Six. That is an awful thing to happen. I know what it feels like to lose that much work due to HD failure. (Last time it happened to me in a big way, it was my laptop HD *and* my backup external HD, one after the other.) The fun and enthusiasm of making something for the first time just isn't there when one tries to go back and do it again; more often than not, I found it a chore and just made other new stuff instead. From the bottom of my heart, I offer you my full commiserations.



In terms of possible recovery, I find that professional companies tend to quote giant prices that are simply unacceptable for the sake of recovering some hobby work. But if you happen to know any friends or acquaintances with super-awesome computer hardware skills, it's always worth asking them if they can get any of your data back. None of mine could, and if yours failed as catastrophically then I guess you're out of luck too. But it's a maybe.

#240
Renzatic

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 But if you happen to know any friends or acquaintances with super-awesome computer hardware skills, it's always worth asking them if they can get any of your data back. None of mine could, and if yours failed as catastrophically then I guess you're out of luck too. But it's a maybe.


Actually, you don't necessarily need a super-awesome computer skilled friend to repair a drive. As long as the platters are alright, you can repair one yourself fairly easily. What you do is order an identical drive and swap the boards on the bottom. As long as you don't expose the platters to air (and you're fairly lucky), you might get the thing working again.

edit: Handy Instructional Educational Video showing you how to do this.

Also, this one might sound like complete and total BS, but you could also try popping the drive in your freezer and leaving it in there overnight. For some weird reason that's totally and completely beyond me, this will sometimes revive a dead drive.

I'd consider the latter a last ditch effort, though. Swap the board first, and see how that goes, then freeze it. If that doesn't work then...well...I guess you're screwed. 

Modifié par Renzatic, 24 janvier 2011 - 01:54 .


#241
AndarianTD

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That's awful news, six. I do hope, though (for purely selfish reasons) that you're eventually able to find the motivation to return to working on Wild Woods. I'm now actively building with it in Sanctum 3, and it's definitely become my favorite of all the tilesets that I'm using for it. I can only imagine how useful it would be and how good it would look with all the improvements you were working on.

The areas are still a WIP, but here's a blog post with some screenshots to show how I'm using it.

Wild Woods of the Midland RoadThe Sanctum Blog

Posted Image
Posted Image

Modifié par AndarianTD, 24 janvier 2011 - 06:38 .


#242
Calvinthesneak

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Sorry to hear the bad news Six. I've been looking at this tielset for a while thinking about adding it to my PW, at least once I get rid of the SS Cobblestone.

#243
_six

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Strange as it might sound for me to say it, those shots are kinda inspiring Andarian. I like that you seem to be building quite sparse areas in terms of putting terrains together, which is something I tend to avoid when building (partly because as a tileset author I like to be able to simultaneously build and test with lots of different tiles, and partly cos I'm just naturally inclined to clutter - you should see my desk). It's funny how seeing other people use your tilesets can make you see them a different way. I got a similar feeling from Este's shots.

Anyway, I've been working on some totally unrelated stuff in the meantime by way of practise and relief from the risk of burnout, so depending on how well that goes you might see some more updates for Wild Woods sooner or later. As it is my main focus is probably going to be on finishing my interior tileset which should hopefully be released as one of the core feature of the next Q update.

Modifié par _six, 24 janvier 2011 - 02:45 .


#244
Tyndrel

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 I'm so sorry to hear this, as it stands this is my favourite tileset, I can only imagine how much better it would have been without this.  If pictures can offer you inspiration then I'll try this humble offering from something I'm trying to do.

Posted Image

Sunset at the gateway to The Golden Forest.

Modifié par Tyndrel, 24 janvier 2011 - 10:53 .


#245
AndarianTD

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_six wrote...

Strange as it might sound for me to say it, those shots are kinda inspiring Andarian. I like that you seem to be building quite sparse areas in terms of putting terrains together, which is something I tend to avoid when building (partly because as a tileset author I like to be able to simultaneously build and test with lots of different tiles, and partly cos I'm just naturally inclined to clutter - you should see my desk). It's funny how seeing other people use your tilesets can make you see them a different way. I got a similar feeling from Este's shots.


Thanks for the kind words! Partly it's that the areas are still a WIP and I haven't done a "second pass" on them yet. That's how I work in general. First I "sketch out" the basics of whatever I'm building (whether an area or an RP dialog), focusing on what's required by the plot and the design (in this case, where the roads and river need to be, the Inn, the bridge, and so on). Later, I'll flesh it out with more detail as appropriate. But it's also that adding details is something that I do very deliberately, and if I do there's usually some logic or a specific reason behind it. Otherwise, I'm comfortable leaving them out in favor of a cleaner and more stylized look.

As it is my main focus is probably going to be on finishing my interior tileset which should hopefully be released as one of the core feature of the next Q update.


Hmm... Are there screenshots or a beta to check out? I actually need a good interior tileset and I might want to use it, especially if it's going into Q anyway.

#246
AndarianTD

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Here's a short video clip from the same area, in case Six needs any more inspiration. ;)

Posted Image

Modifié par AndarianTD, 25 janvier 2011 - 05:17 .


#247
_six

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"Some interior..."



The actual working title of the tileset is Rural Interior. Rural Interior 2 if you're familiar with the existing one - the two are entirely separate, however, and you can use both in a single module. The current project is probably going to be named Q Interior or something on release to avoid confusion.

#248
Khuzadrepa

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I'm so sorry to hear about the crash, Six! :(



Something I do that might help for the future... is upload increments of anything I work on to an email account as an attachment, and save the email as a draft (or email to myself on another account.) That way, no crash can ever touch it. :)



I'm so thankful to you for the Wild Woods to begin with... it has become a spectacular tileset! Thanks for the great work you've put into this!

#249
lordofworms

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wow, myself being the victim to hard drive crash just before my first release of seasonal forest v10, I feel your pain. I lost months of work that inevitably never made it back in the final release...I just couldn't get in the spirit and I think thats what killed SFv10 for me...I mean I never wanted (still don't) to go back and open that beast up to add/fix whatever after that crash.



so yeah, like Khuzadrepa said, I now package up ANYTHING i do as an email attachment, I save it to two flash drives, I remote to my work PC and put a copy there...hell I would probably burn it to CD and mail it to my mom if I thought for a minute she wouldn't just throw it away (:



I hope you find other avenues to continue to work on...your work is awe-inspiring.


#250
Jedijax

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How is it all of you people have hard-drive crashing stories? Man, I've had PC's for eleven years now, and there is not a single tale of a hard-drive crash or a burning CPU/GPU/MB!



What does it take to crash a hard drive? Before I read about Six's recent misfortune, I was beginning to think such things are merely a myth born in ancient times, back when Steve Jobs had hair and Bill Gates was harassed at school...



Anyway, such catastrophes are always good to re-think one's life and future. Now, maybe you're more open to a wildwood-inspired override for the original Bioware forest tileset? Huh? Huh?...