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Wild Woods tileset


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#301
Failed.Bard

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usagreco66kg wrote...

Rolo: It would be as easy as putting the textures into different files, and simply rotating the load order...

Using made up names for files, if your load order was

autumn.hak
spring.hak
summer.hak
winter.hak
~wildwoods.hak

one could re-order them and put the winter.hak file to the top in the builders module, and the areas built with Autumn textures will re-texture to winter.


  For the linux nwnx_haks users, they could have full override terrains as well as textures in the seasonal haks, and could just "hide" the ones not being used that season.  That would allow the hak order to stay constant in the build mod, but still allow for the seasonal rotation.

  Sadly, still not available for windows nwnx users that I know of, and there's no vanilla way to handle that hak "hiding" via scripting.

#302
_six

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*wrings hands*

Tile lights now present and correct on 240 tiles. That was a pain in the never you mind.

#303
_six

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Posted Image

#304
gutwrench66kg

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...castle? Yes please!

#305
henesua

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An intact castle is cool... but I like ruins in my wilderness! :)

Beautiful work, six.

#306
The Amethyst Dragon

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Nice!

#307
NWN_baba yaga

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Lovely work _six :)

#308
Zwerkules

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Very nice!

#309
s e n

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indeed :P

#310
Bard Simpson

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As everyone keeps saying, you are a true artist, six. Please keep up the fantastic work.

#311
_six

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Someone asked for a fenced courtyard for the manor...

Posted Image

#312
Carcerian

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Lovely!

#313
s e n

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looks good! Six: what do you think of making a few tile variations for the manor terrain, to allow roof access (good to place nasty brigands just shooting the adventurers from top)

#314
_six

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There's already a door access to the roof in the previous release. I'm not sure it'd be reasonable to add any more direct access, stairs from the ground to the roof don't really sound a good idea.

Edit: here's some reworked water terrain. Waterfalls are on the list.
Posted Image

Modifié par _six, 13 juillet 2012 - 12:39 .


#315
OldTimeRadio

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Incredible work, very tight.  The castle and manor- did you do those in Editable Poly originally or were they Editable Mesh from the start?

#316
NWN_baba yaga

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Realy beautifull _six. And expanding wildwoods is realy appreciated! I´m gonna use it for my deciduous wood areas almost completely. So the castle terrain was a more then welcome addition too. Keep it up, it´s realy my alternate tileset for bioware´s forest.

#317
_six

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OldTimeRadio wrote...

The castle and manor- did you do those in Editable Poly originally or were they Editable Mesh from the start?

I tend to work exclusively in Editable Mesh, partly just 'cos I'm used to the old school painting of individual polygons. That said, the nature of working with tiles is that a large amount of the work ends up being patching up holes between different terrains, and drawing in faces and moving verts around manually, so a very lo-fi approach suits it well. With any one terrain I generally build up a single 'template' model either by warping an existing mesh (eg to create the sloped water edges, no need to do any complex modelling there), or by box modelling out an architectural feature. The castle started off with just the round corner tower, everything else has just been hammered out of pieces of that, selecting and cloneing regions and linking them together with carefully placed triangles. Here and there there are new models, like the edgeing work above the gate or the stair-door things.

A common trick I do is to model something like a window the opposite way around as a contained box, then flip the faces, delete a wall section, and manually connect it into the wall by creating polys. For complex surfaces I'll use a boolean, but I try to avoid those as they're somewhat hit and miss.

On the other hand, a more conventional modelling approach works better for tilegroups, special features, or of course creatures and props.

[ end of over-long explanation ]

Thanks all, anyway!

Modifié par _six, 13 juillet 2012 - 01:35 .


#318
s e n

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im in love with booleans :P

#319
_six

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Posted Image

#320
NWN_baba yaga

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You make my day complete:D

#321
KlatchainCoffee

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Now eager to poke holes in the greatness of the new stuff for the tileset, but there is something semi-incompatible with snow in a forest in the last picture...

Otherwise the builder in me is already thinking 'What stories can I spin to include all this?"  :)

A random idea for a feature of any forest tileset: a set of not-too-distinct ruins through which trees have grown with time.

Also, some of the tileset trees as placables, to make transitions from adjacent areas made from other tilesets more smooth, would be appreciated very much.

Some other randoms:
- A set of small  'climable'  ledges on a cliff wall,
- a large tree 'hugging' or growing into/out of an ancient stone wall,
- features which are large trees with large-ish holes in them (animation loop = a set of glowing eyes appearing in the hole - different types of animation loops = different typs of eyes;
- bog/quicksand effect - a tile in which you 'sink' into the bog and are slowed down to extreme, outwardly looks _almost_ the same as another bog tile you can easily wade through (I do realise this last may be more 'scripting' then CC per se).

Modifié par KlatchainCoffee, 14 juillet 2012 - 11:23 .


#322
_six

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I know what you mean on the snow, but somehow not having snow in the winter version just felt... disappointing.

#323
henesua

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Six,
Looking great. I know what they are talking about with regards to the level of snow in a broadleafed forest, but I wouldn't sweat it. This however begs the question: How is the winter version working? Is this a separate tileset? Or are you doing the texture swap thing you told us about?

Klatchain, wildwoods has a ruined wall with a tree. But I am always for more ruins in this set. :)

And... the bog quicksand effect is possible to do with scripting. I've done something like that. The PC doesn't sink, but slows down and suffers some penalties while in the bog. Easy to do.

#324
KlatchainCoffee

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About the bog effect - I'd actually manipulate the walkmesh to go below ground level, while keeping water/bog at ground level to give an effect that you were actually sinking, with movement slowed and eventually paralysed and a countdown to other possible adverse effects. Anyway, better stop, as about 100 other ideas are trying to jump out of my head that would certainly be off-topic here.

#325
Solena_Salafiel

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Hi _six, I'm sorry if this has been asked before (maybe I missed it due to the number of pages), but would toolset areas created with v0.7 of Wildwoods tileset be compatible with future releases of the same? This would be helpful to know if remakes of current areas are necessary.

- Thanks from a very ardent fan of your work.

Modifié par Solena_Salafiel, 15 juillet 2012 - 12:03 .