Wild Woods tileset
#126
Posté 11 septembre 2010 - 02:45
FP!
#127
Posté 11 septembre 2010 - 04:01
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
Posté 11 septembre 2010 - 10:25
_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
Posté 11 septembre 2010 - 10:48
#130
Posté 12 septembre 2010 - 01:14
#131
Posté 13 septembre 2010 - 09:11
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 soShaDoOoW wrote...
Oh and _six, those loadscreens in Wild Woods are perfect, definitely worth fact that builder must mess with loadscreens.2da
#132
Posté 14 septembre 2010 - 05:30
I think your inclusion of loadscreens is a good thing. I also think your use of existing doors is great.
#133
Posté 16 septembre 2010 - 12:01
_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
Posté 22 septembre 2010 - 12:08
#135
Posté 26 septembre 2010 - 11:39
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
Posté 26 septembre 2010 - 09:59
TR
#137
Posté 26 septembre 2010 - 10:54
I'm just going to assume you meant to say Clint EastwoodTarot Redhand wrote...
There's no John Wayne
#138
Posté 26 septembre 2010 - 11:12
_six wrote...
I'm just going to assume you meant to say Clint EastwoodTarot Redhand wrote...
There's no John Wayne
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
Posté 27 septembre 2010 - 12:26
#141
Posté 02 octobre 2010 - 08:35
TR
#142
Posté 02 octobre 2010 - 04:22
#143
Posté 02 octobre 2010 - 04:38
FP!
#144
Posté 02 octobre 2010 - 04:41
#145
Posté 05 octobre 2010 - 05:54
#146
Posté 16 octobre 2010 - 03:22
#147
Posté 16 octobre 2010 - 07:55
#148
Posté 16 octobre 2010 - 06:43
Big pockets.AzurDraak wrote...
Where's his "loot" bag?
#149
Posté 17 octobre 2010 - 06:31
#150
Posté 17 octobre 2010 - 06:57





Retour en haut





