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Wild Woods tileset


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#126
Fester Pot

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Why not make it a separate tileset above the trees rather than trying to work around the ground walkmesh issues you'll face?



FP!

#127
_six

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ShaDoOoW wrote...

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?


Oh, no. Those are different tilesets - there are three on the page, Wild Woods v0.6, which is the Wild Woods update, and the other two are Wildlands and Winter Wildlands (totally different tilesets from last year). They're all independant and don't require any of the others to use. I can see why the page looks confusing, though, and will try to make it a bit more obvious.

Fester Pot wrote...

Why not make [the elven treehouses] a separate tileset above the trees rather than trying to work around the ground walkmesh issues you'll face?


Thats one idea, which I'll have to investigate further. There are advantages to implementing them in the same tileset - such as the grand vistas you can often create looking out over the different terrains laid out in the area, which trying to replicate by implementing as a seperate tileset would be an incredibly impractical exercise.

#128
Ukiah

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_six wrote...

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.


Ok, no worries. Tileset is perfect right now ;)

Thicket or rocks... I think dense thicket could be better than rocks because it will be more integrated in a forest. If u want to map it with rocks, CEP and standard palette has a lot of them, even huge mountains.

To paint big bushes is more difficult. If u decide to put thicket down the treehouses, u could copy them to delimit the areas *Shrek's cat face* ^^

#129
Shadooow

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Oh and _six, those loadscreens in Wild Woods are perfect, definitely worth fact that builder must mess with loadscreens.2da

#130
Khuzadrepa

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This is just getting better and better, Sixes! It's like you are reading my mind with these terrains and features... AWESOME stuff!!

#131
_six

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ShaDoOoW wrote...

Oh and _six, those loadscreens in Wild Woods are perfect, definitely worth fact that builder must mess with loadscreens.2da

Why, thankyou. I was a little hesitant to add them at first, considering the 2da issue (you may notice from the way I build around existing doors, for instance, that I generally go to any lengths to avoid any incompatibilites with my tilesets) so I'm glad you think so :wizard:

#132
Khuzadrepa

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Well, the loadscreens.2da is much easier to hak around than the doortypes, since for doors you have those .set references to deal with, too.

I think your inclusion of loadscreens is a good thing. I also think your use of existing doors is great. :)

#133
Kendaric Varkellen

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_six wrote...

Fester Pot wrote...

Why not make [the elven treehouses] a separate tileset above the trees rather than trying to work around the ground walkmesh issues you'll face?


Thats one idea, which I'll have to investigate further. There are advantages to implementing them in the same tileset - such as the grand vistas you can often create looking out over the different terrains laid out in the area, which trying to replicate by implementing as a seperate tileset would be an incredibly impractical exercise.


I think keeping the elven as part of the wild woods set is the best approach. Implementing a suitable crosser terrain and a few more variations of the tree platforms (perhaps a larger one) could probably convey the feeling of an elven settlement in the trees.

Some other features/groups that would be great to have:

Fallen tree "bridge" across water
Longhouse (to complement the roundhouse)
Cave entrance for the cliffs

Some "nice to have" options:

Ability to place cliffs next to raised terrain
Ability to place water next to lowered terrain (waterfall)
ability to place water next to chasm terrain (waterfall again)
Support for roads on the meadows terrain

It's a pretty flexible set already but more flexibility never hurts :)

#134
Builder_Anthony

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Jenna i was once a non hak user worried about playefrs being lazy.But once i added haks i got the same players i had back in a short few days.......Theres alot of haks out there that can make your place cool.......holding back to me is a thing of the past and i can say its been great haveing new monsters and tilesets to work with.Just gota take the jump.....You could even try hosting two severs at once......one with haks and one with out.

#135
_six

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By a cruel twist of fate, when I started working on the next update for Wild Woods yesterday, I ended up making this.

http://nwn1cc.com/six/_dumpit/desert2

I'll take it more seriously, next time, I promise...

Modifié par _six, 26 septembre 2010 - 11:39 .


#136
Tarot Redhand

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I like it, but I can't seem to shake the feeling that there's something missing... Ah I know what it is. There's no John Wayne or U.S, cavalry :P.

TR

#137
_six

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Tarot Redhand wrote...

There's no John Wayne

I'm just going to assume you meant to say Clint Eastwood :bandit:

#138
B_Harrison

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_six wrote...

Tarot Redhand wrote...

There's no John Wayne

I'm just going to assume you meant to say Clint Eastwood :bandit:


And for anyone who doesn't know why, click here.

Six hereby wins the internet for both his latest tileset terrain and his taste in Old West film stars.

#139
rafhot

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my apache blood says amazing!!! "haio silver!"

#140
Tarot Redhand

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I loved the original 3 man with no name movies but this is why I said John Wayne.



TR

#141
Tarot Redhand

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Congrats _Six on the HOF for this, it's well deserved.



TR

#142
_six

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http://nwn1cc.com/si...pit/wildwoods10

#143
Fester Pot

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Great work _six! I really like the angle you have here displaying the height differences of the tileset. Is your character actually above looking down or did you manipulate the camera with the camera hak to get this shot?



FP!

#144
_six

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Toolset shot, actually :P I'm not sure if that kind of angle would really be possible ingame as the clifftops aren't really walkable (that is to say, in parts they are, but I'd reccomend only using them for putting, say, birds or dragons on during cutscenes as they aren't suited at all for moving around on).

#145
Entreri MoonBlade

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I'd find roads over the meadows and raise/lower option on the meadows useful as well. Or a combination of the two say a road going across the raised meadow would be nice.

#146
_six

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http://nwn1cc.com/six/_dumpit/haunt1



It's getting to that time of year again...

#147
AzurDraak

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Where's his "loot" bag?

#148
_six

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AzurDraak wrote...

Where's his "loot" bag?

Big pockets.

#149
_six

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http://nwn1cc.com/six/_dumpit/haunt3

Modifié par _six, 18 octobre 2010 - 05:27 .


#150
cervantes35

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Extremely cool!!! How far away is Halloween?