RE: Interactive World Map
Débuté par
Pstemarie
, déc. 24 2011 04:21
#1
Posté 24 décembre 2011 - 04:21
Something I've been working on for several months - an interactive world map for my upcoming module Karek Norn. This project consists of a micro tileset and several placeable icons. Right now the tileset is limited to the geography of my module setting. I have been toying with the idea of doing an alternative tileset using the grass, hill, and lake/moat tiles from the TNO tileset, stripped of any features that rise above the ground or water planes.
#2
Posté 24 décembre 2011 - 06:24
<feeling too big...>
Oooh! I like the look of the trees :-)
Tarot has a bunch of miniatures he's working on that I said I'd help re-texture.
Maybe we can get together (*Big* fan of Dropbox, incase anyone missed it ;-) and build a versatile lilliputian hak? =)
<...for his britches>
Oooh! I like the look of the trees :-)
Tarot has a bunch of miniatures he's working on that I said I'd help re-texture.
Maybe we can get together (*Big* fan of Dropbox, incase anyone missed it ;-) and build a versatile lilliputian hak? =)
<...for his britches>
#3
Posté 24 décembre 2011 - 11:49
I do the same thing with LR's Rocky Mountains with grass turned off. It has been a lot of fun so far.
#4
Posté 26 décembre 2011 - 05:25
I would love to see this expanded on!
#5
Posté 26 décembre 2011 - 06:58
Interactive World Map Version 2

This version uses a stripped versions of the grass and q-marsh tiles from the TNO tileset. The mountains are placeables from TheGeorge's SoZ NWN2 MiniMap Icons, retextured and resized. I have also resized several of the icons and made series of river tiles (in the background behind the city).
If I make a public release, these river tiles won't be released with the set as they are specifically for my module. They will however be replaced with a proper river crosser...

This version uses a stripped versions of the grass and q-marsh tiles from the TNO tileset. The mountains are placeables from TheGeorge's SoZ NWN2 MiniMap Icons, retextured and resized. I have also resized several of the icons and made series of river tiles (in the background behind the city).
If I make a public release, these river tiles won't be released with the set as they are specifically for my module. They will however be replaced with a proper river crosser...
Modifié par Pstemarie, 26 décembre 2011 - 07:03 .
#6
Posté 26 décembre 2011 - 11:24
#7
Posté 26 décembre 2011 - 11:27
<storming in...>
Lordy! You *do* make a fella want to make little placeable weather effects... <looks at calendar>
Perhaps by march...
<...like a ray of sunshine>
Lordy! You *do* make a fella want to make little placeable weather effects... <looks at calendar>
Perhaps by march...
<...like a ray of sunshine>
#8
Posté 28 décembre 2011 - 03:57
Interactive World Map Version 2

Here I've laid in some new forest icons. Sorry, had to replace the individual tree clusters with a larger spread of foliage (derived from _Six's thicket placeables in Project Q). These look more like a proper canopy anyway - which you want for a world "map" anyway.
The town icon is a placeable, modeled to the contour of the tile upon which it rests. Below is a closeup of the town icon.

Here I've laid in some new forest icons. Sorry, had to replace the individual tree clusters with a larger spread of foliage (derived from _Six's thicket placeables in Project Q). These look more like a proper canopy anyway - which you want for a world "map" anyway.
The town icon is a placeable, modeled to the contour of the tile upon which it rests. Below is a closeup of the town icon.
Modifié par Pstemarie, 28 décembre 2011 - 04:02 .
#9
Posté 29 décembre 2011 - 12:49
Quick video demo...
Modifié par Pstemarie, 29 décembre 2011 - 12:49 .





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