Wild Woods tileset
#26
Posté 21 juillet 2010 - 03:38
#27
Posté 21 juillet 2010 - 06:18
i guess this was top quality, now i have to say that is it over that!
thanks six for sharing this
have fun ^^
#28
Posté 21 juillet 2010 - 06:51
TR
#29
Posté 21 juillet 2010 - 08:15
Calvinthesneak wrote...
I think enabling/disabling tile fade?
_six wrote...
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.
Ahh.... right! Yes! That's much better now!
Thanks guys.
I prefer not to hide 2nd story tiles while inagme though, as I like to experience the full effexts e.t.c.
I think I can see well, where I'm going ingame with it like that.
Btw.... I'm loving the idea of the overhead viaduct you have. That would be an awsopme update, and I'll certainly be looking forward to that when it's finally done. Just the fun of playing around with your lovely new tileset as it is, in the meantime.
Modifié par MissJaded, 21 juillet 2010 - 08:16 .
#30
Posté 22 juillet 2010 - 01:52


Log Bridges:


This cool, ancient looking stone arched bridge:

A few cool bridges I found, that I thought would look so cool in your great woods. I really like that old heap of stone arched bridge, and of course would love a rope bridge.
Regards,
JFK
#31
Posté 22 juillet 2010 - 05:09
#32
Posté 22 juillet 2010 - 05:37
#33
Posté 22 juillet 2010 - 06:40
Frith5 wrote...
Rope Bridges:
Log Bridges:
This cool, ancient looking stone arched bridge:
A few cool bridges I found, that I thought would look so cool in your great woods. I really like that old heap of stone arched bridge, and of course would love a rope bridge.
Regards,
JFK
Oooh! Very nice indeed!
I second the rope bridges too.
#34
Posté 22 juillet 2010 - 10:10
JFK
#35
Posté 22 juillet 2010 - 10:35
Having seen the pics of the real world bridges and your near destroyed bridge set me to thinking. How about combining the rope bridge with your broken bridge to represent where a society used to be technically advanced but now has fallen into decay and no longer has either the will, the resources or the skills to properly repair them. It is also a great set-up for ambushes.
TR
#36
Posté 24 juillet 2010 - 08:04
#37
Posté 24 juillet 2010 - 09:00
TR
#38
Posté 24 juillet 2010 - 12:42
Karvon
#39
Posté 24 juillet 2010 - 01:25
And if anyone's appetite needed sating in the meantime, I put together a quick video of the tileset. Try to ignore the cheesy Mass-Effecty music I put on it - its something from my old sci-fi project 'cos I had nothing better
Modifié par _six, 24 juillet 2010 - 01:28 .
#40
Posté 24 juillet 2010 - 01:39
"Dr. Jones! Dr. Jones!"
"Not now, kid. Can't you see I'm busy playing around with the Wild Woods tileset?"
Thanks, man. This stuff is very cool.
Regards,
JFK
#41
Posté 24 juillet 2010 - 06:16
#42
Posté 25 juillet 2010 - 03:25
You see, my name is Jones, so that really confused me for a minute there.Frith5 wrote...
"Dr. Jones! Dr. Jones!"
#43
Posté 25 juillet 2010 - 05:11
Would you prefer Indy?
JFK
#44
Posté 25 juillet 2010 - 11:03
TR
#45
Posté 26 juillet 2010 - 02:47
#46
Posté 26 juillet 2010 - 08:40
Yay! Someone noticed!Tarot Redhand wrote...
Don't know how long it's been up there but I've just downloaded .4 from the vault.
Heh, it's actually been up since about twenty minutes after I said I was about to put it up
#47
Posté 26 juillet 2010 - 09:42
On the plus side just when did you sneak that new mine entrance in there. Nice
My take on the raise/lower vs water is to do the one that would take the most work, even without the other, first.
TR
Modifié par Tarot Redhand, 26 juillet 2010 - 09:44 .
#48
Posté 26 juillet 2010 - 10:09
_six wrote...
http://nwn1cc.com/si...it/woodsingame6
Absolutely wonderful! Superb indeed!
Keep up the good work Six!
#49
Posté 27 juillet 2010 - 03:32
Tren
#50
Posté 27 juillet 2010 - 06:51
Interesting, I have NWShader attached pretty much permanently and though a few things like depth of field are suddenly not working for me anymore in the latest update, I've never experienced the bug you're describing. You should make sure your fog mutliplier is set to 1.0 or above in NWShader, as anything below 1.0 will decrease fog cutoff distance.Tarot Redhand wrote...
Just to let you know that I found a little prob that is not of your making. If you run nwshader you may want to disable it for this tileset. When I tried wild woods with nwshader installed there was more fog than a Victorian London peasouper. I've let peachy know.





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