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Wild Woods tileset


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#326
_six

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Yes. Everything will be backwards compatible (I wouldn't want to break my own areas).

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Modifié par _six, 15 juillet 2012 - 06:12 .


#327
henesua

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Nice screenie, six. The yellowing of the ground texture is subtle. Are you changing your textures for the default tiles, or is this an autumn alternate?

#328
_six

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Alternative. Tho the autumn is just a couple of textures different from the standard.

#329
Solena_Salafiel

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Thank you _six. It's looking even more wonderful!

#330
_six

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Watery raisey stuff.

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#331
NWN_baba yaga

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I realy like it. And do you plan to release it around friday?... I have a long weekend;)

#332
OldTimeRadio

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_six wrote...

Watery raisey stuff.

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Looks nice!

#333
s e n

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<3

#334
Solena_Salafiel

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Anxiously awaiting....for new toy! :)

Someone made this request in an earlier post, and so will I - may we have a single-tile empty grassy space to break up the trees now and then? This wouldn't have flowers like the meadow. I'm sorry if it was already answered before, maybe I missed it.

Modifié par Solena_Salafiel, 31 juillet 2012 - 10:41 .


#335
Just a ghost

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Bit of a necropost. I have some people (I'll try to get more details) crash in an area that uses this tileset. I just wonder if this happens more often before I start a real investigation.

#336
henesua

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no crashes on my part and recently I built a 32x32 area and tested it out with all the fancy fog animations turned on. It was slow with fog fade distance turned up to 200, but still fine, and I have a very weak comp with integrated graphics. With fog fade at 90 it is moving smoothly.

#337
NWN_baba yaga

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3 month ago? whew:D

#338
_six

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Oh er, somehow forgot this wasn't released yet. Did a quick check to see what needed doing and its rather more than I remember :P Mostly just woks though so, don't give up hope.

As far as crashes, I've noticed oddly enough newer video cards seem to have more trouble with the fog particles than older ones. Personally I advise turning animations off on all tiles in your areas when you create them, and add the fog animations back in selectively where you want them afterwards. IMO its a more effective visual when used sparingly anyway, and it should dramatically help anyone who's having slowdown. That said, crashes are a new one to me.

Modifié par _six, 07 novembre 2012 - 06:03 .


#339
henesua

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Hey six, have you considered making the tiles default to animation being off? Presently the animations turn on as you work ont eh area. Then you need to selecta ll tiles, turn all animations off, then go back and choose which areas you'd like to have the animation.

And lastly... I'd love to have an extra tile that is only the animated fog. Would make an awesome tilemagic feature.

#340
NWN_baba yaga

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Realy liked your latest update with the water terrains and the autumn version _six. So it´s realy welcome if you still think about getting it of your HD too:D The castle terrain is great too.

Modifié par NWN_baba yaga, 08 novembre 2012 - 06:24 .


#341
Invisig0th

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I really love the look of this tileset, and I'm looking forward to trying out the new features. Probably will be using this in my upcoming module. Thanks for sharing!

#342
Von Stalhein

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I cannot wait to see this update to Wild Woods released Six! It looks absolutely fantastic, and I cannot wait to get my hands on it. Your work is just excellent.

#343
kalbaern

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*Casts Resurrection on this thread*

 

I added six's Wild Woods to my module last year, but can't for the life of me figure out how in the heck to create the the wide water falls shown in the screen shot in post #330 above. Was the update never completed or added ... or this the a specific way to paint them down in the toolset?



#344
henesua

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I believe that that version of wildwoods was given to Project Q. I am doubtful that Six ever wrapped it up and released it separately, but it is possible. Let us see who responds here.


  • kalbaern aime ceci

#345
Wall3T

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Im intrested in this development as well. i took a look at the current project q on the vault. Six Woods doesnt seem to even be included in that project. They have a modified Bioware Forest Tileset, but nothing else



#346
_six

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I'm also curious. I have all the files still, but the version I have has a ton of broken walkmeshes and stuff I needed to fix up. Since I haven't touched it in two years (and currently don't even have any modelling software installed), I'm not sure if I'd be able to fix that up myself.



#347
Drewskie

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Wild Woods is on my version of Q.  All I did was run the updater, and arrange the haks accordingly of course.


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#348
kalbaern

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Thanks all, and good to see you're still lurking "six_" . :)

 

I can confirm that the version used in Project Q does have the waterfall options, thanks.