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Wild Woods tileset


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#201
the_isolator

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More buildings would be great, how about: 

Windmill
Farm
Fields (crops and such)
Water mill

#202
Ukiah

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Some ideas:



-Thicket next to water and next to cliff.

-High wall like castle wall but a little bit dirty because forest (walkable if its possible).

-Wooden wall like the wild lands (are great and you don't need to put placeables to decorate next to them).

-Something like cliff tunnel, I mean cliff both sides but with cliff roof. Difficult to explain... like a stone tunnel using the cliff tile.



;)


#203
_six

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http://nwn1cc.com/si...t/woodswindmill

#204
Eradrain

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WHAT GOOD IS A WINDMILL WITHOUT OPEN CLEARINGS TO CATCH THE WIND?!?!?

/eyetwitch.

Modifié par Eradrain, 23 novembre 2010 - 09:24 .


#205
Tarot Redhand

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Very nice windmill. However if I was to be pedantic I would have to say that it looks like a hybrid between northern european sails (see here) and a southern european tower (see here), which is fine as this a fantasy game after all.

TR

Modifié par Tarot Redhand, 23 novembre 2010 - 10:20 .


#206
_six

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I was actually thinking of one just down the road from me here in Britain (somewhere or other in the Fylde) so that's acceptable I guess :P However, don't despair, as I'm planning to make a wooden-boxed one too.

Also, I've finally cracked, and will add Meadow variants of the cottages and a couple other things.

Modifié par _six, 23 novembre 2010 - 10:37 .


#207
Fester Pot

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A ruined windmill would go great with the rest of the ruins you've already created for this particular tileset. I don't just mean the foundation but some missing shingles, partly crumbled wall and maybe three of the four arms missing and the remainder tattered and torn.



FP!

#208
_six

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http://nwn1cc.com/si.../woodswindmill2

Modifié par _six, 24 novembre 2010 - 03:35 .


#209
Gleym

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Awesome. Not any other word for it.

#210
Ukiah

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Whoa!

#211
Tarot Redhand

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Now that the GOG contest is over, I might be able to take more interest again. Nice windmill. Love the way you've done it in stone. Must 'ave reet powerful winds up thar. (^_^)



TR

#212
_six

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http://nwn1cc.com/si.../woodswatermill

#213
Tarot Redhand

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Sweet. Is it animated?



TR

#214
_six

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Yes. May need to do some messing around with emitters for the water though.

#215
Pstemarie

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Damn that's good ;)

#216
Fester Pot

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Looking great six!



Another suggestion for the Wild Woods Tileset.



When you create a blank area, it's filled all over with trees which is great. A forest ready to work with. But when you raise the terrain, the trees no longer appear on the hilly portion. My request is that they do remain.



Cycling through the forest tile will put trees on the lower grade of the hill but not on top.



So if you have a diagonal raise terrain, it's bare all on top. I could post a screen if required.



FP!

#217
Tarot Redhand

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I went back and had a look at my wildwoods test module and realised that there were a couple of things that I think would improve it even more. I noticed all the trees seem to be much the same circumference. A few larger trees would certainly add to it. Along the same lines, how about a 2 x 1 group of a large tree with the remains of a huge broken branch at its base.

My other suggestion might be easier as I think it would only involve (I think) some retexturing. Its all very green(ish) at the moment. How about some dead (cursed/spell-blasted/just plain dead/magically dead) areas with brown(ish) leaves.

One final thing. Why not include a quick little test module to showcase how you think it could be used. I only suggest this as PHOD recently did so for thier latest release.

Anyway, these are just suggestions with the aim of trying to help you enhance an already superb tileset. If they don't fit in with your vision of what it should be, just ignore them.

TR

Modifié par Tarot Redhand, 09 décembre 2010 - 11:11 .


#218
_six

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Good ideas, all. Hate to say it but I haven't so much as touched this (or much for NWN, really) since the last post, so I'm counting on my coming weeks away from university to get a release out. I mean, I'm supposed to be doing assignments during them but I've got at least one all but done already so I think I can sneak some time :P

#219
Calvinthesneak

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Slave drivers. My last exam is the 15th and then two blissfull weeks of nothing at all... Save NWN scripting projects

#220
Drewskie

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Some features for the manor... a tower, balcony, gate. If you have manor terrain on four sides a cobbled court with a gargoyle fountain linking them together. The manor is extremely cool looking.

#221
Eradrain

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Drewskie wrote...

If you have manor terrain on four sides a cobbled court with a gargoyle fountain linking them together. The manor is extremely cool looking.


Oh my god this.

#222
_six

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Thats it, make life harder ;) I may have to look into adding a stone courtyard terrain, then. Adding it as a feature/group is liable to considerably more work, and a single tile probably isn't going to give anything like enough space for it.

#223
AndarianTD

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Just a quick note that my work with this tileset got delayed by a few other things temporarily. I finally did get started, and should be building at least two areas with it starting this week. Hopefully I'll have more feedback shortly.

In the meantime I just want to say how useful the manor is, and in particular the fact that the roof is walkable. In Sanctum 3 one of the travel options is to fly (either by wind-walking, or riding pegasi) to various destinations. One is a large country inn in a heavily wooded area along a main road, which the manor tiles worked perfectly for -- and also allowed me to use the roof as a landing area for flying travelers. Cool, and no wasted space. :)

Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?

Modifié par AndarianTD, 21 décembre 2010 - 12:41 .


#224
Fester Pot

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AndarianTD wrote...
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?


- dark and gloomy, especially with rain makes one hope for an inn just over the next hill.

- sharp colors coming through the wood adds a nice depth to the tileset.

EDIT: UG! Six my good man! This is bigger than any new tile added to this wonderful tileset! NO MAIN LIGHT 1 or 2 for TILE PROPERTIES!

FP!

Modifié par Fester Pot, 21 décembre 2010 - 02:36 .


#225
AndarianTD

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Fester Pot wrote...

AndarianTD wrote...
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?


- dark and gloomy, especially with rain makes one hope for an inn just over the next hill.

- sharp colors coming through the wood adds a nice depth to the tileset.


FP, thanks! The first will probably work better for the western moors (using Wildlands), but I think I can use both of them. But you only posted links to the screenshots, and I can't tell what hak or Vault entry they came from. Could I trouble you for links to those too?