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RELEASE of a forest tale


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137 réponses à ce sujet

#1
NWN_baba yaga

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So I did it. First version is like to be expected not realy large in scope. But exactly what i was showing here and I´m a bit proud of myself i have to admit:D.  So enjoy it so far and throw some feedback and/ or ideas at me now that you can check it out for yourself. The nwvault link will be added here when it´s up!

Image IPB

http://social.biowar...ect/8425/#files

NOTE:
The dragonfly placeables will come tomorow. I´m too tired now and need some break:)

#2
_six

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I probably shouldn't complain about this here... but why does everyone now insist on using the same prefix for their haks as me? I only chose the ~ character at the time because nobody else was. I'm not reserving it or anything, I just find it odd, especially since the first one to do so was worms, who had been identifying all his tilesets up to that point with his own unique prefix. Net result, I had more difficulty finding his later releases in the toolset.

The tileset is great, though. The slopes up the raise/lower in particular are very nicely done, possibly the best I've seen, although I think they should perhaps be a feature to make it easier to block off areas of the map for builders. Wondering if you'd consider going to 1024x1024 on the main floor texture...

Modifié par _six, 14 juillet 2012 - 05:05 .


#3
Pstemarie

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Congrats, downloaded and put to use in my module - although now I have to redesign the area...

#4
henesua

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I envy you guys. I really want to play with this new toy, but I am stuck here finishing construction documents....

#5
The Amethyst Dragon

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Took a look via the demo module. This is the start of a very nice forest tileset, different feel than others.

#6
NWN_baba yaga

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I updated the cornertile a01_01 with fixed walkmesh, forestfloor verts and added some trees and undergrowth. And how can i update a file w/o deleting the old one?

#7
Failed.Bard

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Does the Bioware site support versioning? That's one of the reasons I link so many things back to a google docs page. I can update something without having to change any links, and I can store the old version still if I want.

#8
NWN_baba yaga

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I havent seen any info how to update a specific file. And now I got 2 separate files with just one changed tile lol!

Once the vault entry is approved that´s the place to go for the hakpak;)

#9
s e n

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Baba I tested the module and Im in love with this tileset! there is is an issue with the raised 0101 tile that shows the placeholder tile from bioware tileset, as well as a dragon skeleton group and the wall crosser.... by the way textures are amazing, the raised ground beautiful... absolute atmosphere! I wish you add a sidecrosser for smoothing raise lower tiles giving builders a chance to go for hills!

#10
Shadooow

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I wasn't as much excited from screenshots, but ingame demonstration convinced me, its really great tileset. The raise/lower platforms looks similar to gothic3, very nicely done. The ground is also great, fallen trunks and more or less raised/lower terrain, and it doesnt obstruct the path in most cases. In some cases using mouse, the game couldn't find the path after clicking from next to ramp downstairs but thats not much issue.

Some trees still dont fade out entirely, I suppose its unfinished yet, even that the leaf does and leaf is higher anyway so it doesn't block the view. Yet if you would managed to fade also trunk, i would raised my vote to 10 :).

Also there is a quite big problem for me that the tiles are somewhat high, guess its needed as some tiles lowers the terrain? Well its a bit hard to find to target specific tile in toolset as naither grid neither target 3D cube model could be seen as it appear under the tile. Its not crucial but if it can be somehow fixed that would be really great.

Noticed that some trees does block the line of sight, some not althought same diameter. It would be good to unite this so player would know where to hide. Also noticed there are missing edge tiles, but since this 1.0 release its understandable.

Modifié par ShaDoOoW, 14 juillet 2012 - 06:13 .


#11
NWN_baba yaga

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@sen
A basic hill crosser with 1 tile for each side will be added before the V2 release. It´s much easier to do a simple hill as a rockledge that looks good. And the placeholders yeah, forget about them just for now:D 0101 tile is on todo list together with edge tiles and minimaps;)

@ShadoOow
Tilefade ingame completely kills the immersion for me so I let it as it is for now. The raised floorterrain is because of shadows. There are things planed where I need to have shadows below the average floor. Think about a later added river or deeper kind of pitpath and the shadows abruptly stops... The walkmeshs will be fixed for sure:) Pathfinding is something we have to live with:D

Thanks again so far for the feedback:)

Modifié par NWN_baba yaga, 14 juillet 2012 - 06:22 .


#12
Failed.Bard

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I don't know the tile number for it, but this raised rocky one is very slightly misaligned.
Image IPB 
Hopefully scaled down here you can still see the line where the gap is.

Edit:  Is this the 0101 tile you already mentioned?

Edit again: It might not actually be that rock tile itself that's doing it, but the riser beside it, which looks to be the a01_01 tile you already know about.
So...  :pinched:   very nice tileset *nod nod*

Modifié par Failed.Bard, 14 juillet 2012 - 06:42 .


#13
NWN_baba yaga

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It´s "mb012_a01_01" a corner tile. Have fixed that already. I think it is in the other file I uploaded here. Thanks to you:)

The tile sen mentioned is a connection between 2 raised terrain regions.

And let the bugreports coming in so I can upload/ update a hotfix version to the vault then by tomorow already. Realy appreciated :)

Modifié par NWN_baba yaga, 14 juillet 2012 - 06:29 .


#14
OldTimeRadio

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@Baba - Wow!  That's very nice work.  IMO, it looks ever nicer than in the screen shots.  Your raise/lower is exceptionally natural looking.  Couple of minor problems with tiles like the dragon skeleton and if you lower all the way down there's a funky tile at the bottom.  Very lovely effect, though.  Very natural. 

@_six - The tilde is just a convenient character that pops something to the top of the list. (?)

Modifié par OldTimeRadio, 14 juillet 2012 - 06:36 .


#15
Failed.Bard

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Is the other file still marked as private? I just checked the project page for it and only saw the one.

#16
NWN_baba yaga

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@OTR
thats the tile sen mentioned... I include that one in the fixed version for tomorows version. Thanks again. The dragon skeleton group is something different by tomorow too...

@FailedBard
I killed it for now. I want to get a bugfree version out by tomorow for the vault.

@~
I love it! So it stays!

@mb012_a01_01
That tile is fixed and looks nicer now. I added 2 trees, a fallen one that leads down the slope and undergrowth

There is also a "thicken" tile now as a feature. Also usefull.

Modifié par NWN_baba yaga, 14 juillet 2012 - 06:52 .


#17
Vehemence_

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Image IPB

A quick area I whipped up using this. I really enjoy this tileset, though the lack of features and roads makes it a bit harder to work with. It's well worth the effort though.

I think a 'clearing' feature would be aweomse, just a 1x1 of no trees. Would help a lot for building placeables and stuffs. A small pathway (like the small ones in CEP) would be neat as well, but I know I'm asking a lot. :huh:

Thank you Baba for the great addition. :happy:

Modifié par Vehemence_, 15 juillet 2012 - 02:35 .


#18
NWN_baba yaga

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Looking realy nice @Vehemence_. I will add a "clearing" feature and group and a trail crosser was planed anyway;)

#19
Solena_Salafiel

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I mentioned this on NWVault already, but I can't wait to use this tileset! Almost crapped myself when I saw this post! <3 The 1x1 clearing would be a really needed addition as forests do have open space now and then.

- Thanks from a big fan of your work.

Modifié par Solena_Salafiel, 15 juillet 2012 - 12:14 .


#20
NWN_baba yaga

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I tweaked alot of little things already and added a new bush (a siberian carpet cypress) which loks very nice and matches the feeling pretty good so far. Also the blue flower is replaced by a red one, makes the ambience not so friendly but if you prefer it the original way... np. I can upload a replacement texture too for you. For what I did personally check my gallery here. There is a shot of the big dragonfly too.

#21
lordofworms

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Baba your tileset kicks serious ass , i mean WOW.

@six...
no one stole your tilde. as OTR said, its convenient to populate a hak at top of list especially when its in beta and you already have a million of the prefixes used.
if that's an actual complaint of yours?? I don't know what to say...

#22
KlatchainCoffee

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Six_  - you started a trend (or maybe it's an idea that ocurred to people simultaneously).

LoW - in Russia they seriously attempted to copyright text smileys and make money off it (I think they failed) ;-) 

In any case, let's not run a danger of being directed here: ~ social.bioware.com/forum/1/topic/191/index/12865788

Baba - Please keep at it, it looks set to be one of the better tilesets out there.

#23
NWN_baba yaga

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Well yeah, the thread is more about the tileset anyway and I think honestly it´s my own business how i label my haks, even if its: boobs_baba_~ or something:D

Ok nice rant! Anyway,

new version here contains 

- a thicken tile feature (kind of)
- red flowers
- a new corner tile a04_02 (kind of a natural bridgesection = walkable)
- reworked a04_01
- some sunrays here and there + falling leaves (yeah bioware ones but in green)
- lots of little things tweaked
- forest floor texture now is 1024*1024
- ehm brainstorming alot to make the transition into the mountain ;)

AND please check the module quick and see what direction this is going to be for area panorama!

Modifié par NWN_baba yaga, 16 juillet 2012 - 12:04 .


#24
Zwerkules

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NWN_baba yaga wrote...

Also the blue flower is replaced by a red one, makes the ambience not so friendly but if you prefer it the original way... np. I can upload a replacement texture too for you.


I haven't seen the red flowers yet, but red is a very unusual colour for flowers in a forest. The blue ones fit in very well.

I had a look at your demo module and saw several tiny gaps, but they are all caused by the a01_01 tile which you fixed.

I loved the overhangs of the raised terrain! Very nice.

One thing that could be improved, but really doesn't have to because the tileset already is incredibly good, are the fern leaves. It would be nice if they were dangly meshes and would be moved by the wind.

#25
NWN_baba yaga

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It doesnt makes much sense now to download the file from here guys and gals sorry. The nwvault file will be the one that is updated from time to time.

About the flowers... I finally found the mid between blue and red/orange. 2 types are now in the patch texture and i used them randomly. The broken animloops now work as intended. CM3 broke my anims.