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Wild Woods tileset


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#101
Xialya

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Awesome job :D
Though more ruins would be a great addition I think. They just look like what I needed for my setting.

Speaking of that, I've encountered an issue while testing out the tileset; Walls don't seem to block the line of sight. I noticed that while exploring this tower and getting shot at by a Chaos Cultist hiding behind the wall. >_<
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#102
B_Harrison

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Xialya, that screenshot pretty much sums up why I love NWN. An Ultramarine standing in a superior custom tileset's ruins...

I'm glad you aren't compromising on the streams, six. I've got to go and try this set out now.

#103
SuperFly_2000

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Well...I'm not sure what an ultra-marine has to do with it...but this version of the tileset looks even better! (Judging from the screenshots)

#104
Guest_invisig0th_*

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After that last screenshot, I'll change my vote. Raise/lower next to water would be useful, if you're inclined to add something along those lines.



Between the mist emitters and those water/bridge tiles, I suspect this could easily be used for somewhat swampy/boggy forested areas. Hmm...

#105
_six

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invisig0th wrote...

After that last screenshot, I'll change my vote. Raise/lower next to water would be useful, if you're inclined to add something along those lines.

Between the mist emitters and those water/bridge tiles, I suspect this could easily be used for somewhat swampy/boggy forested areas. Hmm...

Actually, I think that when I add raise/lower I can also add the raised stone bridges from the Chasm terrain to the Water terrain too. FYI the wooden bridge is painted using the Road crosser across Water.

#106
Guest_invisig0th_*

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_six wrote...
FYI the wooden bridge is painted using the Road crosser across Water.

As it should be. Well done!

Modifié par invisig0th, 25 août 2010 - 08:30 .


#107
Fizzbang of Arion

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Love the tileset....stunning...but, trying to work out how to drop the emitters?
Can someone point me in the direction to do it?

thanks

#108
_six

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Fizzbang of Arion wrote...

Love the tileset....stunning...but, trying to work out how to drop the emitters?
Can someone point me in the direction to do it?

If you select the tiles that you want to remove the emitters from, then right click and open 'properties' you can disable them by turning the anim loops off.

#109
Estelindis

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Just took a look at the latest version of this.  It is utterly stunning.  Seriously, there are no words for the beauty and atmosphere of this set!  I'll just post pics of my exploration instead.  <3  Thank you, Six!

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#110
Fizzbang of Arion

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Many thanks...finally found that out myself. :-)



I have to say...this is an exceptional piece of work...If you expanded the wildlands tileset to contain more cliffs and and many of the Grass Rural features...I'd easily use your tiles solely for my entire module...



Good Work.

#111
Jez_fr

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woah, beautyfull screenies Este OO

I know i'm not being very constructive here, but damn this set is gorgeous Six :D




#112
_six

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*swoons at the flattery*

An update on how the water is coming along... Frankly I don't think the raise/lower support for the water is the prettiest thing in the set, but chances are once I have all the tiles in place it should look a lot better (the screenshot here uses only a small number of terrain combinations, so might look a little square edged).

http://nwn1cc.com/si...pit/woodswater2

Modifié par _six, 28 août 2010 - 05:20 .


#113
Fizzbang of Arion

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I love your Wild lands tiles.....Are you planning on doing any more on that tileset?
Edging those at present is hard without the cliff faces.

Is it possible to use the cliff faces from the wild woods on the wild lands...and those gorgeous bridges etc.

Modifié par Fizzbang of Arion, 28 août 2010 - 06:09 .


#114
Guest_invisig0th_*

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One other minor suggestion -- it would be great to be able to turn on/off the fog separately from the...uh...little particles slowly floating upward(?) I suspect that would be a huge change at this late date, but I just thought I'd throw it out there. For something like Ravenloft, I'd probably prefer to use the fog by itself.

That said, it is absolutely awesome to have these emitters in the tiles rather than in placeable models. So I'm certainly not complaining!

Modifié par invisig0th, 28 août 2010 - 10:00 .


#115
Fizzbang of Arion

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You can switch it off...select all the tiles that have it....right click, uncheck anomation.

Reread your last post...sorry..ignore this one...I see what you mean npw.

Modifié par Fizzbang of Arion, 28 août 2010 - 11:04 .


#116
Just a ghost

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I can't seem to download the latest version (0.5). It kinda locks after you get the save dialog and then only downloads about 40-70 Kb after a long pause.

#117
Invisig0th

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This may or may not be the problem you are having, but NWVault has been a little flaky with the downloads for the past week or two. Try again later.

#118
_six

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The file isn't hosted by the vault so that should be any issue. Actually no files on the server will download past the first few kilobytes, so it's possible that it's hit its download or bandwith limit. I'll have to find an alternate location for the time being, presumably the vault itself, which I'm not entirely keen on.

#119
_six

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Download link fixed.

#120
_six

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Wild Woods v0.6 released!

Check it out on the vault or download here


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#121
Jenna WSI

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You really make it hard to resist hacking, Six.

#122
Ukiah

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Sixth version is, once more, a great job.



Elven housetrees are great, and ruined tower is.. woah.



It's the greatest tileset I've seen ever and I use nwvault tileset since 5 years... Here it goes some ideas to do it more ouuuh! if this is possible ^^:

-More housetrees structures. I think it's impossible to do two walkable floors, but if you do a rope bridge up high comunicating elven trees and down unwalkable bushes could be great. A huge tree with natural wood stairs to up accessing.

-Tree and bushes thicket for delimit area sides.

-Possible paint cliffs next to water. Thicket too. This is useful delimiting.

-In chasm, stoned downstairs. Not for accesing bottom of chasm (u did not walkable and I suppose this could be difficult to remake this), downstairs to access some kind of stone balcony, maybe a door transition approached to cliffside...

-Watch tower with usable stairs.



Sorry for my English :S



If u need more ideas, tell me please ;)

#123
Frith5

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Superb work, _six. Thanks so much for this stuff.

For a suggestion, how about your cool rope bridges being able to span ravines higher up, from treehouse to treehouse?

Again, great stuff.

JFK

#124
_six

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I think my ultimate intent for the elven treehouse is to make a new crosser terrain based upon it consisting of a series of tree-supported towers held upright by rope bridges. The real problem in creating such is finding a logical way to block off the ground walkmesh below the bridges - perhaps using conveniently placed rocks or thicket is indeed the best answer. Cliffs paintable next to water is going to be the bulk of the v0.7 update too, so no worries on that front.



I also forgot to mention, this update also contains loadscreens. So if you're using anything else with custom loadscreens you might wish to combine the .2da files or put my hak at the top of the hak list to avoid conflicts.

#125
Shadooow

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Hey six, finally I decided to test this, however i dont understand the downloading. Because version 6 has 4mb and 55 has 20, do i need to download all files?