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Dwarf Hold


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#1
rjshae

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I'm working on a little porting project to convert some NWN1 models into a form useable in NWN2. For this purpose, I'm transferring JDA's most excellent Dwarven Halls tile set. Hopefully he won't mind... and I hope this port hasn't already been done.

For your viewing amusement:

The first shot shows some selected tile parts that have been converted into placeables. I added in the fallen column parts and tweaked a few of the other models.

Posted Image

This outdoor shot shows a wall set pruned from the 'i' tileset. (The tree-looking thing is actually a rock spire.) I added in the ramps as new placeables. Really these were intended for interior use, but they're easier to test in an exterior area.

Posted Image

I've already shown the dwarven bridges in another thread. There's a few more to do, then I'll see if I can convert and expand the actual tiles. I've got some ideas for variants as well, but please let me know if you would like to see something in particular.

Modifié par rjshae, 04 décembre 2013 - 06:00 .


#2
Tchos

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Looks good, and I like having the option of using the elements as placeables instead of as tiles.

#3
PJ156

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We're being spoiled by the volume and quality of custom content at the moment.

These look really nice and "feel" different to anything we have at the moment. I like things with windows, that allow you to look out onto something you cannot reach yet.

Have you reserved a range for these? I would very much like to include them in my pack of content if that would okay with you?

PJ

Modifié par PJ156, 04 décembre 2013 - 06:39 .


#4
rjshae

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Sure. I've already got a reserved range from another project (bonus blueprints), so I was going to see if I could fit them in the unused slots first.

Some thoughts I had on additions: a dwarven border keep, a grand cliff-side entrance to the dwarf hold, some tile variants with a stone-lined square pit in the middle (for a hearth fire or whatever).

Modifié par rjshae, 04 décembre 2013 - 03:14 .


#5
PJ156

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Is that for the hidden content blueprints. I took a range out for that too and updated the 2da to match :(

I can chnage it to match your if you would prefer.

We can sort out here or by PM?

PJ

#6
rjshae

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PJ156 wrote...

Is that for the hidden content blueprints. I took a range out for that too and updated the 2da to match :(

I can change it to match your if you would prefer.

We can sort out here or by PM?

PJ


I'll try to use the available numbers in the range: 7150-7249 for which I don't already have a placeable. Is that what you mean? If we have a conflict, let me know and we'll reconcile it somehow. Thanks.

Modifié par rjshae, 04 décembre 2013 - 03:57 .


#7
PJ156

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No I don't think there's a conflict nor anything to do. I was reffering to the hidden content from this thread, I have not done anythign to cross over existing content. Sorry for the confusion :)

PJ

#8
MERP UK

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These look really nice indeed. Nice to see more different building styles starting to appear.

I am in need of some good Dwarf themed terrain pieces, so I'd be interested in taking advantage of this. Keep up the great work.

#9
Dann-J

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'Dwarf Hold' sounds like a wrestling move to me. Posted Image

#10
rjshae

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Developed to avoid Dwarf Tossing, no doubt...

#11
rjshae

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A lonely dwarven guard tower...

Posted Image

This is my first model from scratch and I was trying to give it a somewhat unique look. It's not quite perfect, but I guess some of the surface uneveness can be attributed to "settling". I used the PLC_BC_Castle01 texture and extended the foundation down a bit so it can be used on a slope. The bars in the arrow slits are for keeping out the goblins and other small riff-raff.

I might do a variant with a conical roof. What do you think?

Modifié par rjshae, 08 décembre 2013 - 08:37 .


#12
Happycrow

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I like. It's militarily non-functional, but storywise, having a tower you can put in places like this is REALLY nice, and I definitely think it would be useful - in fact, it would work like a charm for the story I'm slowly putting together myself. It makes a great guard tower/entrance point to a subterranean area.

*IF that's a factor for you, a couple things you can do: a) narrow the steps by the door so a full party can't get at that doorway, and a single dude can theoretically hold off folks coming up the stairs, and, say, pull the mushroom-cap in so that guys on top can shoot at guys down on the bottom.

#13
Tchos

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I like it, except that indented section in the lower middle bothers me spatially. What do you mean by "settling"?

I think a roofed variant would be good, to protect the soldiers from rain and flying wizards dropping alchemist's fire.

#14
PJ156

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That is very nice indeed. I like it a lot as it is.

That overhang can be for murder holes, especially over the indent.

I think no roof unless there's a small walkway round the outside. But a full conical roof would give it a wizardy look.

What ever you choose it will be a fun addition to the toolset if you choose to share it :)

PJ

#15
rjshae

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Yes, murder holes, that's what I was going for with the overhanging top. Imagine there are two areas at the top of each of the indented wall section that can pop open for crossbow fire.

I know the stairs up are a little too wide, but I did that deliberately to avoid walkpathing issues.

By settling I mean the ground underneath a building can shift over time, causing some parts to move or sink a little.

Modifié par rjshae, 08 décembre 2013 - 10:49 .


#16
PJ156

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If the holes were a decent size you could drop a whole dwarf through.

Better still hang one on a rope and dangle him down.

PJ

#17
Calister68

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It looks really nice. I see you gave special attention to the texturing, which is a good thing :)

#18
Tchos

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Good that you have murder holes, which also function as drains for rainwater, in the absence of a roof.

#19
rjshae

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I did think about adding a drain spout for the top along with a gentle slope, but... nah. :)

Funny, none of the tower images I looked at had a chimney. Guess they just opened the top hatch, or whatever opening they used. (Or they stayed cold.)

Modifié par rjshae, 09 décembre 2013 - 01:58 .


#20
kamal_

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Roof? Dwarves wouldn't be properly grumpy if it wasn't raining on them.

#21
rjshae

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Happycrow wrote...

I like. It's militarily non-functional, but storywise, having a tower you can put in places like this is REALLY nice, and I definitely think it would be useful - in fact, it would work like a charm for the story I'm slowly putting together myself. It makes a great guard tower/entrance point to a subterranean area.

*IF that's a factor for you, a couple things you can do: a) narrow the steps by the door so a full party can't get at that doorway, and a single dude can theoretically hold off folks coming up the stairs, and, say, pull the mushroom-cap in so that guys on top can shoot at guys down on the bottom.


Here's a copy of my current WiP (27 Mb) if anybody wants to experiment. The current placeables should be at their final 2da ranges, but I can't guarantee that I won't do some tweaking of the models or textures before I'm done. Let me know if you run into problems.

kamal_ wrote...

Roof? Dwarves wouldn't be properly grumpy if it wasn't raining on them.


Too true! :)

Modifié par rjshae, 09 décembre 2013 - 03:03 .


#22
Kanis-Greataxe

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I just took a look at everything youre wip pack in the toolset, It all looks great, Keep up the great work.

#23
PJ156

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That's a nice set of placeables RJ, I like the walls very much but the tower is my favorite without a doubt. closely followed by the ramps. I am going to use these in my next mod if i can.

PJ

#24
andysks

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You know, it's stuff like this that take progress in my campaign back. I mean, when I see them, I HAVE to use them! Happened with callister's, happens now again :).
I mostly liked the wall sessions, simply because of the windows/openings. It brought many ideas for area design.

#25
rjshae

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Thanks. Credit for much of the work must go to JDA, who built the Dwarven Halls tile set for NWN. :)