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Wild Woods tileset


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#251
_six

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Good news everybody! Turns out a bunch of .max files were recoverable from the disaster, including unfinished versions of the windmills and watermills. I'm finding that a few of them won't open, but a bunch of the new buildings I'd been working on shouldn't be a great deal of work to finish off and make walkmeshes for now. So I'm feeling a lot more like updating the tileset now!

What does it take to crash a hard drive?

Good question. I just turned the comp on one morning to see the error "hard drive error, rebooting" show up repeatedly across about 10 reboots (and it wasn't even the startup drive that was at fault), when everything had gone perfectly fine the afternoon before.

Modifié par _six, 05 février 2011 - 11:17 .


#252
henesua

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That is great news, Six. Congrats.

#253
Frith5

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Wonderful news indeed. :)

#254
Estelindis

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That's brilliant, Six. I'm delighted for you. :-D

#255
_six

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http://nwn1cc.com/six/_dumpit/wwhouse

#256
AndarianTD

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_six wrote...

Good news everybody! Turns out a bunch of .max files were recoverable from the disaster, including unfinished versions of the windmills and watermills. I'm finding that a few of them won't open, but a bunch of the new buildings I'd been working on shouldn't be a great deal of work to finish off and make walkmeshes for now. So I'm feeling a lot more like updating the tileset now!


Whoo - Hoo! That's great news, six!

#257
Estelindis

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Lovely new house picture!  <3  I really like the architectural style, especially the use of wooden beams.

#258
Calvinthesneak

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Wow that's awesome Six, so happy that you recovered at least some of the data. I know from personal experience there is nothing worse than doing the same work twice. Congrats to you, it's looking really good. I'll probably send you a PM shortly to discuss using this set.

#259
henesua

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Six, I've started area building in my new mod using Wild Woods and Wildlands. Again, these are beautiful tilesets, and are perfect for the feel of the game I am making.



I am wondering however if you plan to revisit the Wildlands. it is a wonderful tileset, but needs a little work here and there. Specifically:

Hut2 does not accept a door.

The windows in the buildings do not light up at night.

The sea tiles do not have any way to enter them. No ramps, no caves, no doors. Thus the piers and ship are not reachable which makes it very difficult to make a coastal city with this set. Also the bridge (which crosses sea tiles) does not connect to city tiles, only grass tiles.



Thanks again for this amazing tileset. It is usable as it is, but these last few fixes would be most welcome.

#260
Draygoth28

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That house looks very nice.

#261
Raven_Xantrice

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Only one idea for an wwoods tilesetaddon: The ruins a so great but NOW it noticed there is no entry to the indoor ruins, you're always need to place the cave entrance as a ruin enter.. it will be nice if you create a ruined entrance, maybe a door into the wall or stairs down? I LOVE this tileset espacially with the wildlands tileset, this dark atmospheric make me to do work on a horrormodule with lots degenratet creatures... ;)


#262
_six

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I should probably have posted about this earlier... however... A few months ago the hard drive crash repeated itself (I think I actually had an issue somewhere else, maybe on the motherboard, that was causing it) and I ended up building a new computer. Being a complete idiot that only had local backups of the Wild Woods files, everything since the last update got lost.

Which means I'm pretty tempted to maybe just make one last very small update and call it final. Wild Woods is pretty much the best tileset I've worked on and certainly the most useable and fun to build with. Heh, I certainly wouldn't be ashamed to call it my first actually finished project.

#263
Gra_Ulv

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Wild Woods is absolutely awesome. I would love to see it get maybe a few more little touches before you announce it done.

Any chance of adding walkways to connect the tree platforms?
In the cliff side, maybe a cave entrance. Either at ground level or up stairs.
Walkable water? Like at the edge of the deeper water for lakes and the like.

All I can think of right now.

#264
Hekatoncheires

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Perhaps a coniferous forest is in the future? : )

#265
Raven_Xantrice

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Is the Wildlands Tileset still supported? It's very great and give the possibility to create awesome areas. I've understood, that your hard drive crash and that's a sad think... but maybe you make more stuff for wildlands? :)

#266
_six

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Well, most of my NWN time lately has been going into my module. So I've no plans to update any of my tileset right now, unfortunately.

#267
Raven_Xantrice

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Okay, than I play your module... mwhahaha. ;) Thanks for the fast answer!

#268
SuperFly_2000

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What kind of module will that be? SP? MP? PW?

#269
_six

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Single player. I originally envisioned it as more of a multiplayer thing with different factions, but the politics of it became a bit too complicated for that to work (plus, it's much more effort to test).

Other than the story which has been floating around mutating inside my head for years, the main things I'm trying to push with it are little gameplay touches, like puzzles and unique boss fights. If it's bigger than an orc, you probably can't hurt it with measly swords or axes. One particular enemy, called the Rhissig, is a good example of this. You have to use giant spike traps to kill it.

Modifié par _six, 03 août 2011 - 07:34 .


#270
Raven_Xantrice

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It's possible that in the wildlands transfer some of the standard tiles (for example the castle for the city or some buildings)?

#271
Estelindis

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It looks and sounds great, Six. I hope to be able to play it some day. :-)

#272
Rolo Kipp

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<dithers frantically...>

I love the Wildwoods set. Has exactly the feel I want for the mid-level forest in Forrestal.
But now I'm drooling over LoW's Seasonal Forest... it's so malleable! And I need areas that morph from clear-cut to climax forest... :-(

But Wildwoods feels so right... most of the time...

But...

<...and prototypes over and over...>

Modifié par Rolo Kipp, 08 août 2011 - 08:59 .


#273
_six

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Well the trick to working with Wild Woods is to build quite tightly. If your crossers and buildings etc are close together you'll have barely any trees in the way. Pretty much every terrain and crosser has at least one tree-free tile for any situation too, that you can scroll through with Shift + Right Click.

Personally I'd reccomend Friedeyes' summer only version of Seasonal Forest instead of Worms' if you want to use that, though. The size of the combined SF tileset makes building hellishly slow, not to mention loading ingame. Pathfinding can also be laggy in both, on account of the walkmeshes being pretty badly made - a natural by product of Worms having to make so many tiles in a relatively short time for the set.

Both have their advantages. SF has far more options and terrains, whilst the options in Wild Woods generally work together much better. SF has a much wider colour pallette, whilst Wild Woods is a tiny fraction of the file size. SF has loads of content ripped from NWN2, whilst Wild Woods content is all my own original work - which limits its scope considerably.

Why not just use both? Considering the comparatives file sizes, adding Wild Woods is a no brainer IMO if you wanted to use both - its not like you've got two huge downloads for players.

Modifié par _six, 08 août 2011 - 11:38 .


#274
henesua

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Wildwoods and Seasonal Forest represent such divergent types of forests with such different styles that I don't see why you'd have to choose between them in a module - unless you only have one type of forest in the mod.

Modifié par henesua, 09 août 2011 - 01:48 .


#275
Mecheon

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Seasonal Forest is that forest you start a game out in. A nice bright place full of life

Wild Woods is that dark dank forest the villain's hideout is in, and it also happens to be filled with all sorts of terrible monsters. Dark, dank and atmospheric as hell