Wild Woods tileset
#76
Posté 14 août 2010 - 10:59
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
Posté 15 août 2010 - 09:53
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...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.
Thanks all.
Modifié par _six, 15 août 2010 - 09:53 .
#78
Posté 15 août 2010 - 03:41
#79
Posté 17 août 2010 - 12:44
http://nwn1cc.com/si...mpit/woodstower
#80
Posté 17 août 2010 - 10:16
Either way, the whole set looks excellent so far.
#81
Posté 18 août 2010 - 06:09
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
Posté 18 août 2010 - 08:16
#83
Posté 20 août 2010 - 07:59
http://nwn1cc.com/six/_dumpit/woods05
#85
Posté 21 août 2010 - 07:32
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.Fester Pot wrote...
Your tileset has been repackaged in a compilation but perhaps you gave permission.
And darn, I was half hoping someone might comment on the screenshot.
#86
Posté 21 août 2010 - 11:16
You genius, you.
Modifié par Eradrain, 21 août 2010 - 11:16 .
#87
Posté 21 août 2010 - 11:38
TR
#88
Posté 21 août 2010 - 05:39
Great work, and I too am looking forward to a new release.
JFK
#89
Posté 21 août 2010 - 06:33
greak job here six ^^
#90
Posté 21 août 2010 - 09:16
Yes.Tarot Redhand wrote...
Do I spy a new cave entrance where that blue blob is?
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.
Essentially, when I get the minimaps and edge tiles done.When's it due for release?
If you collect it in a bucket a la Homer Simpson, you can recycle. Be green.I've almost run out of drool!
Modifié par _six, 21 août 2010 - 09:19 .
#91
Posté 22 août 2010 - 04:59
#92
Posté 22 août 2010 - 05:16
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.DarkStormInc wrote...
The blue blobs look sooo out of place in this fantastic tileset.
#93
Posté 23 août 2010 - 12:23
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_*
Posté 23 août 2010 - 03:33
Guest_invisig0th_*
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
Posté 24 août 2010 - 04:27
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.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.
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.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?
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_*
Posté 24 août 2010 - 05:46
Guest_invisig0th_*
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
Posté 24 août 2010 - 06:00
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
Posté 24 août 2010 - 06:11
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.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.
#99
Posté 25 août 2010 - 12:24
#100
Posté 25 août 2010 - 10:13
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.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.
Ahem... Bit of a sore spot, that topic. Don't mind me.
Edit: Speaking of which...
http://nwn1cc.com/si...pit/woodswater1
Modifié par _six, 25 août 2010 - 11:11 .





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