Wild Woods tileset
#51
Posté 27 juillet 2010 - 10:52
TR
#52
Posté 27 juillet 2010 - 05:57
Modifié par AndarianTD, 27 juillet 2010 - 05:58 .
#53
Posté 27 juillet 2010 - 07:07
That would be awesomeAndarianTD wrote...
but I've got at least two areas that it would be absolutely perfect for. I'm definitely going to add it to the cc list for Sanctum of the Archmage 3.
#54
Posté 28 juillet 2010 - 08:42
Don't forget to ask if there's anything specific you'd need that isn't provided for (the same applies to everyone else too). I can't guarantee to get requests in but hopefully I've evidenced by now that I'll certainly consider them!
Do you have any plans for tree houses? Something along the lines of a small hut in a tree with a spiral staircase going to it.
Also ruins (elven, human, w/e) would be kind of cool. A lot of settings could use ruins for ancient forests.
#55
Posté 28 juillet 2010 - 09:12
#56
Posté 28 juillet 2010 - 09:25
Though I don't know if that would be better as a placeable or as a tile decoration.
Modifié par QNecron, 28 juillet 2010 - 09:26 .
#57
Posté 28 juillet 2010 - 11:10
TR
#58
Posté 30 juillet 2010 - 03:30
Got some initial work on raise/lower hills done. All the basic raises on the Woods terrain are done, the next task is to make the hills placeable against cliffsides etc. It's actually quite difficult to build with the raise/lower - partly because the slope is so smoothly and alinearly implemented compared to other tilesets, and partly because the details scattered around really kinda hide the fact that they are tiles. Hopefully that means they'll look great in action, but they may be quite intimidating to use for anyone building with the set for the first time (although, raise/lower as a whole is purely a visual feature anyway).
Modifié par _six, 30 juillet 2010 - 03:31 .
#59
Posté 30 juillet 2010 - 04:36
#60
Posté 30 juillet 2010 - 05:45
What's the chance of it being added to CEP? Our server only uses that hak as it's the most standard.... but gods I'd love to build with this.
#61
Posté 30 juillet 2010 - 06:13
Not wanting to get anyone's hopes up I may as well say none.Jenna WSI wrote...
What's the chance of it being added to CEP?
Modifié par _six, 30 juillet 2010 - 06:13 .
#62
Posté 30 juillet 2010 - 06:31
Here are some examples -
Dead Evergreen Trees
Dead Evergreen Trees
Kind of what you're going for already -
Dead Evergreen Trees
FP!
Modifié par Fester Pot, 30 juillet 2010 - 06:33 .
#63
Posté 30 juillet 2010 - 07:09
Actually, that's just what the tileset looks like with 2nd story tiles (ie the foliage) hidden, so there's nothing there that will bee seen ingame anyway, as chances are you won't be looking up if you have tilefade turned on. I might look at adding a couple of bare tree type tiles somewhere in the set, since you mention, though it's not high on my priorities.Fester Pot wrote...
Nice work on the hills 6. Are those just bare trees? If they're dead, may I suggest making them look even more so?
#64
Posté 30 juillet 2010 - 08:35
FP!
Modifié par Fester Pot, 30 juillet 2010 - 08:35 .
#65
Posté 30 juillet 2010 - 09:11
_six wrote...
Not wanting to get anyone's hopes up I may as well say none.Jenna WSI wrote...
What's the chance of it being added to CEP?
You sure know how to break a girl's heart.
#66
Posté 31 juillet 2010 - 04:19
#67
Posté 31 juillet 2010 - 04:38
In fact in this case, this hak doesn't use either doors 2da, and is pretty much guanteed to be compatible with everything else with no modifications needed unless someone deliberately named a tileset ttw01 just to spite meCalvinthesneak wrote...
It's not too hard to add a hak to the list and create an altered doortypes.2da (and possibly genericdoors.2da)
If I had a coin for every time I'd heard that... I'd have a coin.Jenna WSI wrote...
You sure know how to break a girl's heart.
#68
Posté 01 août 2010 - 09:56
Are you against allowing CEP to use the material, or just lacking faith in them in another way?
Modifié par Jenna WSI, 01 août 2010 - 09:58 .
#69
Posté 02 août 2010 - 01:57
That or I get screwed over a lotJenna WSI wrote...
Just one coin? You must be a nice guy then.
I have a multitude of varyingly complex reasons that I do not wish my tileset to be in any non-module-specific compilation hakpak without my express permission. Any that are CEP specific largely boil down to my complete lack of interest or need for the CEP hakpaks (I haven't had a copy in my hak folder since v2.0 whenever that was).Are you against allowing CEP to use the material, or just lacking faith in them in another way?
Incidentally, I took an hour to help over an old friend from Wildlands...
http://nwn1cc.com/six/_dumpit/fort
Modifié par _six, 02 août 2010 - 02:04 .
#70
Posté 02 août 2010 - 02:16
#71
Posté 03 août 2010 - 04:20
Modifié par GhostOfGod, 03 août 2010 - 04:24 .
#72
Posté 14 août 2010 - 02:27
#73
Posté 14 août 2010 - 02:31
#74
Posté 14 août 2010 - 02:42
#75
Posté 14 août 2010 - 10:57





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