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Wild Woods tileset


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#76
Drewskie

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Very cool... thick as sherwood forest. Laying down a road and the inn you'd half expect to see Fryer Tuck coming round the bend.



A cliff face mine entrance with a bit more character would be cool. Like the Mines of Moria entrance with the runes. Secret dwarf entrance amongst the thick woods... hah.

#77
_six

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A cliff face mine entrance with a bit more character would be cool. Like the Mines of Moria entrance with the runes. Secret dwarf entrance amongst the thick woods... hah.

Interesting suggestion. The only problem is that in terms of doors I've limited myself to only using door models that already exist in NWN as of 1.69, because adding new door types is pretty much guaranteed to create the kind of compatibility issues that I always avoid with my tileset work. So it'd have to be done as an open entrance, rather than the standard runed stone slab...

Thanks all.

Modifié par _six, 15 août 2010 - 09:53 .


#78
Drewskie

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Ah, well maybe it could be a classic sort of open mine with the mine cart rail extending a bit out onto the grass... with a chiseled granite fringe around the opening covered with dwarven runes.

#79
_six

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I've just been working on a new ruined tower tilegroup for the woods, which I think is working out pretty well. I think I'm pretty close to finally releasing version 0.5, just needing to make a bunch of sloped variations of the wall and stream crossers and whatever other tilegroups I decide on for this update.

http://nwn1cc.com/si...mpit/woodstower

#80
B_Harrison

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That looks great, six. You could eventually add a whole castle in that style; crumbling bridges, curtain walls, rotting gates... perhaps even a crosser/group for an overgrown moat, with tumbled-down tower sections serving as a bridge or bridges. If the gaps between pieces were small enough (half a meter?) there could be a continuous, winding walkmesh to the other side.

Either way, the whole set looks excellent so far.

#81
Vipre

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That pic reminded me of something I think you could do a real service to as a cliff tile addition _six.

In the fast play mod "The Ruined Tower" are the remains of a 40'x40' tower described in part as: "A squat stone tower...built into the side of [a] hill at the far side of [a] glade. Large blocks of granite litter the clearing, and some of these are covered with thick moss. The tower has been shattered, and all that remains is a ragged stump of fitted stone. Originally it might have been 40 feet tall, but now it is a blasted stump that does not extend more than 10 feet high. The inside of the tower is filled with rubble and debris, shattered stones and rotted timbers are scattered around the floor." (map on pg11)

You already have the glade, the rock walls to build the sections of the tower into, and your ruins look wonderful. Done with your skill as a two or three tile cliff face group it would look amazing.

Modifié par Vipre, 18 août 2010 - 06:11 .


#82
Explodingrunes

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I'd actually love to see that myself!

#83
_six

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Toolset shot of some of the new stuff in v0.5 - just FYI there are hill tiles with trees, I've just swapped most of them out for plain ones in the toolset to give a better view of the features.



http://nwn1cc.com/six/_dumpit/woods05

#84
Fester Pot

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Your tileset has been repackaged in a compilation but perhaps you gave permission.

link

FP!

Modifié par Fester Pot, 20 août 2010 - 11:54 .


#85
_six

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Fester Pot wrote...

Your tileset has been repackaged in a compilation but perhaps you gave permission.

Well that appears to be specific to a PW, so I'm fine with them using it - logistically, I'd say it's a bad decision from their perspective, but if it works for them. Dunno if they emailed me about it or not, but I don't request that unless it's for a non-mod-specific compilation.

And darn, I was half hoping someone might comment on the screenshot. :bandit:

#86
Eradrain

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Comment as requested: You've got a knack for taking great screenshots, which almost matches your knack for making great tilesets.

You genius, you.

Modifié par Eradrain, 21 août 2010 - 11:16 .


#87
Tarot Redhand

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Love the screenshot. Do I spy a new cave entrance where that blue blob is? When's it due for release? I've almost run out of drool!



TR

#88
Frith5

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Wow, nice! I really love the 'whitewater rapids' area where the stream rushes down the slope. Excellently done, _six. This tileset is growing into quite a complete package.

Great work, and I too am looking forward to a new release.



JFK

#89
chico400

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i love the hills,

greak job here six ^^

#90
_six

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Tarot Redhand wrote...

Do I spy a new cave entrance where that blue blob is?

Yes.

There's a version against a hill, and also one on flat ground. There's also a sort of walled hill doorway towards the back of the shot, that'd be suitable as a home for a halfling or other earth dwelling humanoid, or even a crypt or dungeon entrace.

When's it due for release?

Essentially, when I get the minimaps and edge tiles done.

I've almost run out of drool!

If you collect it in a bucket a la Homer Simpson, you can recycle. Be green.

Modifié par _six, 21 août 2010 - 09:19 .


#91
DarkStormInc

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The blue blobs look sooo out of place in this fantastic tileset.

#92
_six

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DarkStormInc wrote...

The blue blobs look sooo out of place in this fantastic tileset.

Um, in case it isn't clear, those are area transitions (shown in toolset). In game they only show up when highlighted, like any cave or other area transition in the game.

#93
_six

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http://nwn1cc.com/six/woodsy

Wild Woods version 0.5 released
Download  -  Vault Page

Additions in this update:
- Raise/lower for Woods terrain, with crosser support
- New stone Wall crosser
- New features including cave entrances and a Roundhouse
- Two new ruined castle tilegroups

Modifié par _six, 23 août 2010 - 12:28 .


#94
Guest_invisig0th_*

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This looks really awesome, _six! I am seriously considering using this for the woods and village of Barovia. VERY atmospheric.

One question -- what are the three animations for the wall? I tried with them on and off, but couldn't see any difference.

I was also hoping that the smoke coming out of the cottages could be turned on/off using an animation checkbox, but that doesn't seem to be the case. Any plans for this?

Modifié par invisig0th, 23 août 2010 - 03:34 .


#95
_six

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invisig0th wrote...

One question -- what are the three animations for the wall? I tried with them on and off, but couldn't see any difference.

Hmmn. I think that's basically a bug, as there shouldn't really be any. I'll remove them for the next update so people aren't confused by them.


I was also hoping that the smoke coming out of the cottages could be turned on/off using an animation checkbox, but that doesn't seem to be the case. Any plans for this?

That shouldn't be too hard to do, I don't think it really occurred to me to make them animated at the time. Again will get this done for the next update.

And thanks for the compliments!

On a slightly unrelated note - now that I've set out on working on the water terrain, would being able to place Cliffs next to water or Raise/Lower hills next to it be of greater priority to folks? I'd like to get at least one situation in for the next update, and slowly add further functionality to both the water and raise/lower once v0.6 is out.

Modifié par _six, 24 août 2010 - 04:28 .


#96
Guest_invisig0th_*

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Regarding all the various terrains and crossers playing nice: you're already far above average on that front, so anything additional in that department is a pleasant bonus AFAIC. As for the two choices you mentioned above, I personally have no strong preference.



The things I would love to see more of are village buildings and ruins groups, continuing the theme established with the existing groups. Not quite enough buildings to make a real village yet, so I suspect you already have those on your TODO list.




#97
Bannor Bloodfist

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Well, raised terrain vs cliffs, depends on how much time you want to spend. Adding streams up to a cliff face, only requires 2 tiles, stream to base dead end, and stream to face with waterfall of some sort. If you are talking about adding full water interface, well we both know that is more tiles.



Same could be said about streams on raised, but you are faced with a few extras, you need stream to base, dead end, stream on top, dead end, and a waterfall tile with streams on top and bottom, at minimum. Again, adding full water interface, would require quite a bit more, as you have corners, full tile wide, half tile wide, etc... so the numbers go up quickly.

#98
_six

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Bannor Bloodfist wrote...

Again, adding full water interface, would require quite a bit more, as you have corners, full tile wide, half tile wide, etc... so the numbers go up quickly.

Heh, tell me about it. I'm liable to skimp a bit on Streams, and only have them place along straight edges of the Water terrain for now, but they actually shouldn't be particularly difficult to make since the water hieghts are the same for both. With the Raise/Lower vs Cliffs issue, they basically would take the same number of tiles to implement, only requiring one more tile to enable a small waterfall for the raised terrain option. Hence why I'd like to only do one for now to avoid getting bored.

#99
Builder_Anthony

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I dont think streams are really important...if theres a way to just add a placeable water into some sort of dip in the map.Ill just place the water placeable myself if i find low spots in the map.Maybe just make some small dips in the landscape.

#100
_six

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Builder_Anthony wrote...

I dont think streams are really important...if theres a way to just add a placeable water into some sort of dip in the map.Ill just place the water placeable myself if i find low spots in the map.Maybe just make some small dips in the landscape.

Well, just because you'd rather water had trees growing out of it, bushes and grass at the bottom, no water footstep sounds or visual effects, no visible water bed, an inappropriate water texture and be walkable even at depths that shouldn't be, doesn't mean anyone else does. Besides, streams have been in since the first release and I've already finished most of the plain water tiles.
Ahem... Bit of a sore spot, that topic. Don't mind me. :bandit:

Edit: Speaking of which...
http://nwn1cc.com/si...pit/woodswater1

Modifié par _six, 25 août 2010 - 11:11 .