First time I've had this issue. Using Opera 26 (up to date uses chrome engine).
TR
First time I've had this issue. Using Opera 26 (up to date uses chrome engine).
TR
Zwerk, this looks amazing... I have been playing Dragon Age: Origins as of late, and think it looks beautiful in terms of composition and ambiance. I don't know if you've been drawing inspiration from it or Skyrim, but I just wanted to point out how similar your work is to this kind of theme. Love it. I hope you keep working on the same vein.
I imported this into my module and couldn't find the tileset; found out that the naming conventions are the same as your awesome EotB tileset, and won't work in tandem.
Zwerk, this looks amazing... I have been playing Dragon Age: Origins as of late, and think it looks beautiful in terms of composition and ambiance. I don't know if you've been drawing inspiration from it or Skyrim, but I just wanted to point out how similar your work is to this kind of theme. Love it. I hope you keep working on the same vein.
I haven't played Skyrim yet. As for Dragon Age, I like the architecture, but as much as I like that, I dislike the textures. It's bad enough that they are so blurred, but there's one brownish wall texture which is so generic you can't even tell if it's supposed to be plaster or wood. I also didn't like the forests because you only saw trees with a few leaves every hundred meters.
I imported this into my module and couldn't find the tileset; found out that the naming conventions are the same as your awesome EotB tileset, and won't work in tandem.
If you used the Eye of the Beholder tileset before you can replace it by this one. Add the hak, give it higher priority than the EotB one and then remove the EotB hak.
You're right that you can't use both of them, because the EotB tileset was especially made for someone who wanted to use it in a module and then didn't use it. With the blue walls it is so specific that it's not of much use for anything else than an azure tower.
The keep tileset has colours that work alot better for keeps and castle interiors.
Just tested this and love it. I'm only mildly disappointed that it overwrites the Azure Tower version, but I'll live.
I think you under appreciate your Azure Tower version though and its not as limited in use as you assume. I'd used it to create several towers, all with a unique look and feel to them by merely varying the lighting and placeables. If you ever want to re-release it as non-conflicting I'm sure many folks would find uses for it. Myself, while not custom hak adverse, always test a tileset thoroughly before adding it to my own PW's haks. Tilesets I find too limited in scope to create multiple unique areas I'll pass over. Your Azure Tower certainly wasn't one I found too limited.
Anyhow, great job so far. Can't wait to see what else you plan to add to it.
I made a dungeon citadel set into a cold mountainside, populated by a cult of a winter deity. ruined in nature, with parts falling down, a cold feel.....I agree, don't undervalue the EotB set, its really cool!
I've never done ruins or destroyed buildings before. I think modeling a broken wall and the pieces of it on the ground without adding too many polygons and still make it look believable will be hard to do.
You could try making the wall look like it's made a large stone blocks and break it along the seams. Should look real and keep poly count down. A couple of loose blocks scattered for effect as well of course.
I don't like that I can't have open floors without pillars everywhere.
Also not keen on how in the centre floor of the Rich section, the pillars somehow are on top of the carpets, instead of having the gold trim around them.
The banquet hall group is really cool though. Any chance of a version without the tables and benches? And one without the connecting corridor that just exits completely would be cool too, as it would work as a really neat standalone inn.
That said, I also kinda want to point out that the benches are way out of arms reach of the tables. Not much use for eating at.
And since I'm being super picky (I'm assuming you know this is a pretty good set by now
), here's a random little fact: spiral staircases always go counter-clockwise, so the defenders at the top have room to swing a sword in their right hand, whilst attackers can't properly maneuver.
Try these as inspiration for castle ruins. The first three are of corfe castle (only a ruin because Oliver Cromwell had it blown up after the civil war), while the last is Sheriff Hutton castle.




One thing to note is that large amounts of debris may be unnecessary because local people have the habit of grabbing the dressed stones to make their own buildings from. Such material is a lot better quality than they would normally have been able to afford.
TR
That cemetery shot with the castle in the background (third down) is cool. I like how the interment spots in the foreground are framed by stone so people don't walk over the graves. We don't do things like that where I live.
ive been trying to make old castle ruins for months now. i can never quite get them right in the toolset.
im either having them too high (out of reach) or too bland (not good enough). the best one ive ever made was an old church inspired by 'St Andrews Cathedral'

and my version

i think it turned out pretty good, its suppose to still be an active clergy on my server. i had to angle it sideways to get a good effect.
If we're talking ruins, after a particularly nice walk in that area, I've been quite partial to Bolton Abbey
(which, curiously, is nowhere near Bolton)
You think Bolton Abbey is nowhere near Bolton? It's a damn site closer than Leeds Castle (in Kent) is to Leeds (in West Yorkshire).
TR
You think Bolton Abbey is nowhere near Bolton? It's a damn site closer than Leeds Castle (in Kent) is to Leeds (in West Yorkshire).
TR
Maybe they didn't want to listen to Yorkshire men all day long. https://www.youtube....e&v=Xe1a1wHxTyo
Been building with this tileset and I have to say I love it so far. Excellent work Zwerkules!
One suggestion would be a tile that clears out the pillars so you could make large open halls.