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Sharn Tileset?


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18 réponses à ce sujet

#1
jackkel dragon

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Since I've never found much custom content for Eberron, I was wondering if there were any exisiting tilesets that could pass for the city of Sharn? I haven't found any myself, but I thought someone else might be able to help me.

For those who haven't been reading the Eberron Campaign Setting books recently, I linked an image of Sharn from outsite below.

Image IPB

#2
Fester Pot

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Image IPB

FP!

Modifié par Fester Pot, 12 septembre 2011 - 12:15 .


#3
OldTimeRadio

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Mmmmm...airships!

#4
jackkel dragon

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(Bumping before a warforged does.)

I've been combing the NWVault for possible tilesets, and have found nothing that looks like Sharn, and the ones that come closest don't have the feeling of being in a tower or on the bridges between towers. So I guess my question is how hard it would be to edit an existing tileset to make it suitable for Sharn? I have a funny feeling that no one would want to make one from scratch....

#5
Rolo Kipp

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<screaming...>

I know very little about Sharn, but I have on my To Do list a tileset for Castle Black, a floating castle with towers similar to the second sketch. It is (heavily) influenced by both Steven Brust's Castle Black and "Castle in the Sky, Laputa".

Unfortunately, I don't plan to start on it until Jan, at the earliest. :-(

In any case, I am very interested if someone comes up with a quicker solution =)

<..."Pazu! PAAZZZZUUUU!">

#6
Zwerkules

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If I'd have to build a city like that, I wouldn't make a tileset for it, but placeables.
It looks as if no roofs or the tops of walls need to be walkable, so placeables would work. 90° angles like tilesets have them would look completely wrong for this city, but if you had like 15 different tower placeables and 10 different narrow wall-like buildings with different widths, you could build a round city like that. Add a few bigger buildings and it should look a lot more like the city you need than anything you could build with a tileset.

#7
jackkel dragon

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Zwerkules wrote...

If I'd have to build a city like that, I wouldn't make a tileset for it, but placeables.


Sorry, but you might need to explain this to me. Do you mean something like NWN2's building placeables? In that case, how would I get doors to attach properly? And wouldn't I still need a base tileset for the area?

#8
Rolo Kipp

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<bowing low...>

Zwerkules wrote...
If I'd have to build a city like that, I wouldn't make a tileset for it, but placeables.
It looks as if no roofs or the tops of walls need to be walkable, so placeables would work. 90° angles like tilesets have them would look completely wrong for this city, but if you had like 15 different tower placeables and 10 different narrow wall-like buildings with different widths, you could build a round city like that. Add a few bigger buildings and it should look a lot more like the city you need than anything you could build with a tileset.

Hmmm... I was planning (with your awesome inspiration!) to do a one-piece tileset for Castle Black. That is, I was just going to sculpt the groups whole and tile slice them  with no plans for making the tiles rotatable and only limited mix and match.

But for a more general purpose Sharn-type setting, I think I see what you mean.  Still, I think to get the feeling of walking out on a bridge between two towers or standing on the balcony of a tower way up high, he might want a tileset where the "ground" geometry is far below and I don't see how the placeables will work unless he had either a base tileset designed like that or he put them down on ground level of something like Rural.  

At the least, his base tileset should be something like the "High Forest" tiles.

Does that make any sense?

<...and palming the gold coin he spotted on the ground>

Modifié par Rolo Kipp, 13 septembre 2011 - 10:59 .


#9
jackkel dragon

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I did find a bridge hakpack for the City Exterior tileset that looks interesting. If water or some other ground tile could be replaced with something like the "Pit" tiles in the Forest tileset, the illusion of being high up in the tower (while still in an exterior area) could be created. From there most of the work would be a retexture and maybe a few unique buildings to match the architecture of the concepts.

This is the part where I wish modelling wasn't on my list of "things I can't do with NWN".

#10
jackkel dragon

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Doublepost bump.

I suppose my current question, put more clearly, is: can something like the "Pit" tile be created for an existing tileset? Or better yet, is there an existing city tileset with pits and bridges that I haven't come across?

#11
Bannor Bloodfist

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The Pit/Chasm terrain is rare, and typically associated with cavern or rural types of sets.

#12
Raven_Xantrice

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The clips of the TNO-Tileset are great, maybe you're be able to make a chasm but with a texture on the ground looking like >>city<< but with fog on it, it will maybe possible... uhm don't know! :)


Chasm-City but futuristic Link to nwvault!

Modifié par Raven_Xantrice, 15 septembre 2011 - 08:30 .


#13
_six

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This does, but I'm not sure its really the style you're after.

Heh, it's also done the astounding feat of meeting all Hall of Fame requirements without being added to the Hall of Fame. Ah, life.

Modifié par _six, 15 septembre 2011 - 09:08 .


#14
Raven_Xantrice

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lol, you're right! :D

#15
jackkel dragon

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_six wrote...

This does, but I'm not sure its really the style you're after.


I think I saw that one before, I must have missed the part where it said it had a pit tile. And while it's not a perfect style match, I can't help but think a retexture on the grass (to look more like stone) might make it close enough...

Edit: Is there an interior tileset for this exterior? I could do without in a pinch, but if there's a CC City Interior I wouldn't mind checking that out...

Modifié par jackkel dragon, 15 septembre 2011 - 06:50 .


#16
jackkel dragon

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After some consideration, I think that I'll likely just use _six's suggestion and use some of that thing called imagination to create Sharn. I'm bumping this thread again for an important question from my last post:

How difficult is it to replace the grass texture with a stone texture? (I have a funny feeling the answer is "hard.")

#17
Bannor Bloodfist

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jackkel dragon wrote...

After some consideration, I think that I'll likely just use _six's suggestion and use some of that thing called imagination to create Sharn. I'm bumping this thread again for an important question from my last post:

How difficult is it to replace the grass texture with a stone texture? (I have a funny feeling the answer is "hard.")


Two answers:

1) Replacing the TEXTURE is easy, a simple search/replace will handle that, and there are many ways to accomplish that bit.  File management software will do it, so will the J'len's Set Editor.  It has a set of functions for doing global replacing in every tile in a given set.  It will automatically edit every one, and replace the texture with whatever you choose.

2) Replacing the SOUND of walking on Grass to the sound of walking on stone requires you to edit the wok, not the external.wok file, but to actually edit the wok object inside the mdl itself, and change the face type from 4 to 3.  A global replace likely is NOT what you want for that bit, as there are likely bits that should remain stone, depending on what tiles you are changing.

Once that edit is done, you have to re-export things to get a NEW .wok in the tile itself, and a new .wok file for servers to use.  Be warned, some folks will tell you to just edit the .wok file, but that file is NOT loaded by the single player engine at all, the wok is generated on loading the tile in an area from the internal wok object.  Only servers use the actual .wok file to send to the players instead of sending the entire tile.  Thus giving Server managers more control over the walkeable space, and preventing the enduser/player from hacking the tileset to allow them to get to spots they shouldn't.

Modifié par Bannor Bloodfist, 17 septembre 2011 - 12:30 .


#18
Raven_Xantrice

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Or you can stop your imagination and prepare the SET File and take another chasm of another tileset and use it. Thats not sooooo difficult but more work than imagination. ;) (and for better looking you have to retexture the tiles^^)

#19
jackkel dragon

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Thanks for the replies, I'll try to get the stone to work with the Set Editor after I fix a wierd toolset issue...