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Wild Woods tileset


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#51
Tarot Redhand

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In order not make duplicate posts in 2 different threads here is a link to the nwshader forum where I have made a post containing a link to a web page that I made that illustrates what I was talking about.



TR

#52
AndarianTD

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I finally had some time to load this tileset and build a test area to check it out. Words fail me. Not only does it look fantastic in its own right, 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. :)

Modifié par AndarianTD, 27 juillet 2010 - 05:58 .


#53
_six

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AndarianTD 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. :)

That would be awesome :wub: 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!

#54
QNecron

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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
Fester Pot

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More ruins are required.

#56
QNecron

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Oh yeah, though this may be to much, but a tree that looks magical. Something you could easily tie a nymph or any magical thing to it at first glance. 

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
Tarot Redhand

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I really like the rope bridges. Would it be possible to have a broken one with the ropes hanging down? If you go with this it might save you some work if you were to make it a placeable rather than a whole tile.



TR

#58
_six

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

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
QNecron

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Very nice 6!

#60
Jenna WSI

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This is absolutely stunning.



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
_six

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Jenna WSI wrote...

What's the chance of it being added to CEP?

Not wanting to get anyone's hopes up I may as well say none.

Modifié par _six, 30 juillet 2010 - 06:13 .


#62
Fester Pot

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Nice work on the hills 6. Are those just bare trees? If they're dead, may I suggest making them look even more so?

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
_six

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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?

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.

#64
Fester Pot

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If I mention it, it should be high on your priorities, including more ruins. :D

FP!

Modifié par Fester Pot, 30 juillet 2010 - 08:35 .


#65
Jenna WSI

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_six wrote...

Jenna WSI wrote...

What's the chance of it being added to CEP?

Not wanting to get anyone's hopes up I may as well say none.


You sure know how to break a girl's heart.

#66
Calvinthesneak

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It's not too hard to add a hak to the list and create an altered doortypes.2da (and possibly genericdoors.2da) If you only want to use CEP, then you'll probably have to settle for what tileset additions they put in.

#67
_six

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Calvinthesneak wrote...

It's not too hard to add a hak to the list and create an altered doortypes.2da (and possibly genericdoors.2da)

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 me :whistle: Lets keep this topic related to the tileset itself, though.

Jenna WSI wrote...

You sure know how to break a girl's heart.

If I had a coin for every time I'd heard that... I'd have a coin. :o

#68
Jenna WSI

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Just one coin? You must be a nice guy then.

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
_six

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Jenna WSI wrote...

Just one coin? You must be a nice guy then.

That or I get screwed over a lot :P I'll say the first option.

Are you against allowing CEP to use the material, or just lacking faith in them in another way?

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).

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
Winterhawk99

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hey 6 how are you going to do water? terrain like this lends itself to both sandy beaches in some places for lakes, rocky shores from mountain terrain and cliff face shores. thats alot of tiles to make? just wondering if you had envisioned all possible avenues and what the future holds for your water tiles?

#71
GhostOfGod

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EDIT: Ignore this. Figured it out. :whistle:

Modifié par GhostOfGod, 03 août 2010 - 04:24 .


#72
_six

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http://nwn1cc.com/si...it/woodsingame0

#73
Bannor Bloodfist

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Absolutely love that wall!


#74
Khuzadrepa

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I feel a happy dance coming on...

#75
Jenna WSI

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Beautiful. I like the touch of adding tiny flowers into the grass.