I'd like to repeat this:
1) Direct complaints regarding the CEP should be posted in a CEP thread, not here.
Please take the CEP discussion to a CEP thread so that I can admire Estelindis's amazing tileset in peace.
Amazing work, Este!
I'd like to repeat this:
1) Direct complaints regarding the CEP should be posted in a CEP thread, not here.
Please take the CEP discussion to a CEP thread so that I can admire Estelindis's amazing tileset in peace.
Amazing work, Este!
for anyone unaware, the tileset will have to be turned into a hack regardless. thats just how tilesets work to clear that up. it is considered a custom content and could not work without it.
Aside from that i will abstain myself from this thread, and watch from the side lines as i usually do. Any information regarding proper toolset building can be found in documentations on the new vault. or start a topic! Any questions regarding the aurora toolset and content building, i would be more than happy to answer there
Thanks for the support, everyone! You're very kind considering how infrequently I update. I really should pop in to keep you in the loop more often. FYI, I am currently working on a carved stone stairs so that characters can walk from platforms or walkways up to the tops of the mountains (but not to the tops of the mountaintop, which is a second layer above the mountain terrain).
please do not hard wire scripts into the Hacks if you do make this into a hack.
As Wall3T commented, this tileset is already in a hakpak - indeed, it has to be in order to work. I do not have any intention of including any scripts with it. I don't think it needs any.
Thank you for the compliments to the tileset. As I've said before, I would like to make a matching interior set, but I shouldn't get ahead of myself considering that this is still unfinished.
I don't think this is the place to discuss the CEP. That said, as a general rule, I do not attach conditions to the redistribution of my work, so anyone is free to put it in whatever compilation they like (assuming they'd be happy doing so when there's still so much work to be done on the tileset).
Thanks for the support, everyone! You're very kind considering how infrequently I update. I really should pop in to keep you in the loop more often. FYI, I am currently working on a carved stone stairs so that characters can walk from platforms or walkways up to the tops of the mountains (but not to the tops of the mountaintop, which is a second layer above the mountain terrain).
As Wall3T commented, this tileset is already in a hakpak - indeed, it has to be in order to work. I do not have any intention of including any scripts with it. I don't think it needs any.
Thank you for the compliments to the tileset. As I've said before, I would like to make a matching interior set, but I shouldn't get ahead of myself considering that this is still unfinished.
I don't think this is the place to discuss the CEP. That said, as a general rule, I do not attach conditions to the redistribution of my work, so anyone is free to put it in whatever compilation they like (assuming they'd be happy doing so when there's still so much work to be done on the tileset).
I was mearly comenting how wonderful it would be as part of the CEP as well this is a really well made tileset and I have it on my list for additions.
i think this comment was being mmisintrupreted grevly hence how the CRP and CTP came into the picture.
It was mmisintrupreted grevly? I don't see how that could have happened.
I got toomuch to worry about rl to get into it so I am just gonna DL and do some decorating in a seprate module to get some insperation. possibly posting screenys if i can find hte hackpack...it shouldnt take long.
Great work!
Currently testing waterfalls for the mountains. Just one tile so far, to see if it'd look horrible! (This is a "middle" tile; the edges of the waterfall haven't been done yet.) Do you think I should have more fountaining water emitters or possibly distribute them differently?
The Prophet series is what inspired me to start this tileset in the first place, as it had an elven city in the treetops but based on a very old tileset that I felt it would be good to update. That tileset had a waterfall, so I'd like this one to have waterfalls too.

Looks pretty great to me.
Yeah, it's difficult to tell from a static image but doesn't look like you need to add more. The emitters at different heights along the waterfall give the impression of there being rocks behind it - looks good!
This is so epicly wonderful
I can see more than elfs feeling at home in this palce.
I keep imagining the bridge continuing on into the waterfall with a secret cave behind, but maybe that's just me.
A nice touch would be to show a faint, transluscent rainbow in the falls at certain times of the day. I saw one like that at Victoria Falls, and it was a pretty spectacular scene. Not sure if that can be scripted in NWN.
Don't think scripting would be necessary. It could be done based on day/night animations? Alternatively, one could develop a placeable for something like that.
I've tested the TNO waterfall texture and I think it looks nicer than the standard water. It animates as a stream of water flowing down, widening and narrowing as it goes. Quite pretty. The only thing is that it's fully transparent at the edges, meaning that I can't use it to make a seamless waterfall as wide as any user feels like. I had been intending to handle this as a terrain, but the TNO texture suits a crosser. I suppose one could put a few crosser tiles side by side to create the impression of a wider waterfall, though.

Silly thought - could you combine your original waterfall with the TNO one so you get the continuous water, like in the TNO, and water over boulders as in your previous version?
TR
Layering large objects that use textures with a lot of transparency over each other didn't work well in some of my waterfall tests. I was trying to put a shadow gradient in front of the waterfall base. Both of their textures used transparency, and the shadow in front made the water behind invisible. Maybe I just forgot to parent the gradient object to the animation node, or maybe that wouldn't have made a difference. I'll have to check.
As I said, silly thought on my part. I forgot about punch through (at times the bane of my cc life).
TR
That waterfall is freaking gorgeous! ![]()
I want to visit. No, I want to live there! What elfin treetop condos go for these day?
Did I mention that I love that waterfall?
Base texture tranceparty for layering needs to be done on teh acutla Gary layer relying on an alpha layer is not a good way to do trasnparcys intended to be layered you will get areas that turn invisiable.
Thats really awesome!

Would it be possible to make a hidden cave entrance behind a waterfall?
Base texture tranceparty for layering needs to be done on teh acutla Gary layer
What's a Gary layer?
I googled it, but no useful results.
Anyway, I had taken the approach of darkening the water texture itself at the base of the waterfall, but now that I'm using a texture that animates differently, that approach won't work. Instead, I'm considering putting mist around the base to smooth the transition to the black plane at -600.
Would it be possible to make a hidden cave entrance behind a waterfall?
Of course!
What's a Gary layer?
I googled it, but no useful results.
Yes, but you have to admit, a tranceparty sounds kind of fun.
What's a Gary layer?
I googled it, but no useful results.
The alpha layer (which is more than fity shades of gray) of an image controls the transparency. You can also use an image without an alpha layer and define a transparency for it in a .txi file, but then the whole image will be transparent.
What is more important than if you use an image with an alpha layer or with a .txi file is rendering order. If you have water falling down in front of a rock face, make sure the water gets rendered after the rock face. If you have more water infront of the other water, make sure it is rendered after that.
If you link your water to the animation node it will get rendered after the static parts of a tile, but if you have more than one transparent mesh linked to the animation node you should still make sure they get rendered in the right order.
Your waterfall looks nice, but it could use some rocks at the edges of the water at the top of the waterfall to hide where the water 'ends'.
Maybe chamfer the edge where the water starts falling so theres no 90 degrees angle there.