Coolness
RELEASE of a forest tale
Débuté par
NWN_baba yaga
, juil. 13 2012 11:49
#51
Posté 25 juillet 2012 - 08:33
#52
Posté 25 juillet 2012 - 09:07
Nice work!
#53
Posté 25 juillet 2012 - 09:37
*cheers along with the others*
#54
Posté 25 juillet 2012 - 10:56
*thumbs up*
#55
Posté 27 juillet 2012 - 04:08
So Version 1.3 is up here and you might want to take a quick run around in the demo module included. I´m sure you getting lost a bit (even the edge tiles are still missing lol and sorry but you wouldnt release your module that quick anyway do you?). And here is a shot of what you can build w/o one single placeable:
http://social.biowar...ect/8425/#files
So thanks again for your support and yeah, enjoy it
http://social.biowar...ect/8425/#files
So thanks again for your support and yeah, enjoy it
Modifié par NWN_baba yaga, 27 juillet 2012 - 04:10 .
#56
Posté 27 juillet 2012 - 06:25
*Thud*
#57
Posté 27 juillet 2012 - 10:04
Amazing work again, I really love the atmosphere of the set so far.
#58
Posté 04 septembre 2012 - 09:05
Beautiful set, I think I like this more than anything I have seen yet. Are you planning to include those edge tiles sooner or later?
#59
Posté 10 février 2013 - 07:44
Are there any updates in the near future?
#60
Posté 11 février 2013 - 06:35
sorry Draygoth28 but right now I´m really busy doing work for the crypts that i´ve mentioned somewhen, improving the tno castle walls and enhancing an old bio forest modification i had worked on... so i can only encourage you to add whatever you like yourself in the meantime.
#61
Posté 13 février 2013 - 02:34
" old bio forest modification "
Hmmm, anything out there to look at maybe?
Hmmm, anything out there to look at maybe?
#62
Posté 13 février 2013 - 03:56
Baba had posted pictures of an expansion for the Bioware forests with water tiles and raise/lower, but I don't remember which thread they were in. It might have been a thread about animesh because he used animeshes for the water.
#63
Posté 13 février 2013 - 04:30
ahhh I think I remember, the water currents.
#64
Posté 13 février 2013 - 06:32
dont know how many forest sets i started and the more i added, changed etc. the more i went into trouble later or just got bored of the many variations i had to also include. The current one is not that big and i redid only the forest, cliff and chasm tiles. Around weekend is a good time to show or even to release it. It´s absolutely stable and somewhat complete. I just cant stop thinking about what is not so good a day later what i was satisfied with before...bleh
#65
Posté 13 février 2013 - 11:30
Baba, I have been in love with this tileset for some time.
Yes excessive perfectionism can be an enemy, but I don't think this one really needs that much more, except for streams/water and edge tiles - most of the rest can be tweaked with placeables.
I have only recently began to make steps towards CC creation, being primarily a builder, and have to say, guys like you, the creators, don't get thanked enough for the amazing work they do (although I am beginning to understand that getting things to work and look good can be addictive in itself).
Yes excessive perfectionism can be an enemy, but I don't think this one really needs that much more, except for streams/water and edge tiles - most of the rest can be tweaked with placeables.
I have only recently began to make steps towards CC creation, being primarily a builder, and have to say, guys like you, the creators, don't get thanked enough for the amazing work they do (although I am beginning to understand that getting things to work and look good can be addictive in itself).
#66
Posté 14 février 2013 - 09:20
@KlatchainCoffee
Thank you for the kind words
and I agree that this one here dont need anything more then what you mentioned. This one was really easy in what kind of terrains would fit because the vision was very clear to me. With the bio forest it always is a "whatever" kind of forest environment where you can throw in stuff, mix and match but in the end the result is just not authentic. _Six wildwoods is also a prime example on how to do a forest and keep it exactly the way you began it. Low´s seasonal forest is very nice but hard at times to keep the look of "tno NWN"
Thank you for the kind words
#67
Posté 16 décembre 2013 - 10:22
A while back I asked Baba Yaga if I could use this tileset as a base for a forest tileset with mountains and he allowed me to use it. I was hoping he'd add the rivers, but it seems he's not going to work on it any more.
I started work on a forest tileset based on this and began by adding the tiles that are already in the set file, but don't work yet, like the walls, two raised corners in opposite corners and one group. Instead of the dragon skeleton I used the graveyard group from the standard forest tileset.
I added the missing edge tiles and fixed a walkmesh error in one of the chasm tiles. I also changed a few tile pathnodes which weren't right. After making the mini maps everything that is in the set file now will work. Then I'll start adding the mountain, river and road tiles and a few features and groups I'll need for my module.
I started work on a forest tileset based on this and began by adding the tiles that are already in the set file, but don't work yet, like the walls, two raised corners in opposite corners and one group. Instead of the dragon skeleton I used the graveyard group from the standard forest tileset.
I added the missing edge tiles and fixed a walkmesh error in one of the chasm tiles. I also changed a few tile pathnodes which weren't right. After making the mini maps everything that is in the set file now will work. Then I'll start adding the mountain, river and road tiles and a few features and groups I'll need for my module.
Modifié par Zwerkules, 16 décembre 2013 - 10:26 .
#68
Posté 16 décembre 2013 - 11:06
Looks like I need to rebuild some areas with this tileset!
#69
Posté 16 décembre 2013 - 11:23
oh my....... amazing. i never thought this would see the light again.
And yeah, if this gets released, I'll have to rework a mountainous forest area I just made in Medieval rural.
And yeah, if this gets released, I'll have to rework a mountainous forest area I just made in Medieval rural.
Modifié par henesua, 16 décembre 2013 - 11:25 .
#70
Posté 17 décembre 2013 - 12:03
this became my base forest tileset, and a reworked version would be wonderful! except I'd have to manually redo all my forest areas. lol.
#71
Posté 17 décembre 2013 - 01:05
Gorgeous!
#72
Posté 17 décembre 2013 - 03:47
Hekatoncheires wrote...
this became my base forest tileset, and a reworked version would be wonderful! except I'd have to manually redo all my forest areas. lol.
If you already used Baba Yaga's forest and don't want to change all the areas you made with it, I could make a version with the same name as his set file and his tiles with the wall tiles, edge tiles and mini maps. You could use that hak and wouldn't have to redo your areas.
I wouldn't add any extra tiles to that version so it would still be compatible with Baba's tileset if he decided to add more tiles later.
#73
Posté 17 décembre 2013 - 04:04
Looks incredible as always man !
#74
Posté 17 décembre 2013 - 04:42
That is a very nice screenshot indeed! Can't wait to be able to use this (if it's going to be released, Zwerkules?). I'm basically moving towards replacing everything in NWN with stuff made by all of you chaps on the forum. The work you do is just mind-blowing and both myself and my players are infinitely grateful to you. If any of the CC makers around here want to try playing in a built-per-week DMed game then just let me know, I'd be very happy to run something. I'm afraid it's all I can really offer back to you incredible people.
#75
Posté 17 décembre 2013 - 05:08
That this looks so good is because it is Baba Yaga's work. I have nothing to do with it. I'm just adding a few missing tiles.





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