I was thinking that perhaps another variant could be two tall but narrow buildings, placed side by side, with a rectangular hole in between them for a tree to grow through. To unify them into a single structure, the upper decks of the two buildings could be joined by walkable bridges at one or both ends of the gap. Maybe even an arched bridge if the gap is wide.
High Elven City Tileset
#376
Posté 08 mai 2015 - 05:25
- Bannor Bloodfist, Estelindis et LadyoftheCats aiment ceci
#377
Posté 08 mai 2015 - 05:34
Estelindis, you have some nice additions there and the wooden floor in most of them is mapped better than in some of the older tiles.
You have that older tile with the curved balcony. It has only four floor boards in front of the door. That would make each floor board half a metre wide, which is not impossible, but they also are too broad compared to the boards of the floor next to the balcony.
One of your new tiles has that balcony that curves inwards (the one that has stairs) and you mapped the floor in a way that matches the floor next to it. If you mapped the floor like that on the other tiles with curved balconies it would look better.
- Bannor Bloodfist, Estelindis, Rolo Kipp et 1 autre aiment ceci
#378
Posté 08 mai 2015 - 05:35
Removed double post.
#379
Posté 08 mai 2015 - 09:08
Fantastic work! Those curved buildings and balconies look great.
Might you be able to solve the issue you mentioned about the transition of the two meshes at the waterfall's edge by covering it up with a custom emitter going along it, simulating the spray as the water tumbles over? I'm not at all sure how feasible this idea is (since I've not done anything with emitters yet), so could be talking complete nonsense. Regardless, the waterfall (and everything else) looks really impressive.
- Zwerkules et LadyoftheCats aiment ceci
#380
Posté 08 mai 2015 - 11:06
rjshae, some tiles somewhat like your idea exist in tileset already, in the courtyard crosser, for instance in g02_02 and g02_03. That crosser is really just perfunctory as this stage, though. There are so many more things that I want to do with it. It's certainly worth trying what you suggest, as neither of the existing tiles is quite like that. Or there's the option to make a tile like that as a building terrain option, without bringing the courtyard crosser into it.
Zwerkules, there are definitely some "legacy" mapping issues in those tiles. I'm working on some of those now. ![]()
GunnersaurusRex, I'll look into that!
- Zwerkules, rjshae, Rolo Kipp et 1 autre aiment ceci
#381
Posté 13 mai 2015 - 03:27
!!!
Beautiful additions--both the waterfall and the tile variations. I love the straight tile with the full circle concave cutout. It creates a building profile the just screams elfin architecture.
DITTO!!
I have been away so didn't get to see the lastest updates until now, but those buildings excites me. ![]()
It probably feels good to read our praises and opinions and encouragements and for me, I am just in awe. I can't do anything like this and really appreciate those who can. If you need me to test anything, please don't hesitate to ask. Looking forward to adding it to Kissmet.
- Estelindis aime ceci
#382
Posté 11 juillet 2015 - 02:03
Is there an update for this, yet?
#383
Posté 22 juillet 2015 - 06:23
Sorry, I know I haven't updated in a long time, but I have other things going on in my life at the moment that I need to prioritise. When the next increment of this is ready for release, I'll be sure to let you know and post some screenshots too.
- Bannor Bloodfist, Pstemarie, Michael DarkAngel et 8 autres aiment ceci
#384
Posté 24 juillet 2015 - 01:15
Sounds good Estelindis looking forward to it ![]()
- Estelindis aime ceci
#385
Posté 10 août 2015 - 10:10
I love the way its coming along and I cant wait to use it.
Thanks for all the time and work your putting into this tileset.
- Estelindis aime ceci
#386
Posté 12 octobre 2015 - 02:17
(IIIIIIm Baaaaack)
I'm probably thought of as the devil of modding threads now with all my extravagant ideas, unreasonable requests and high expectations but I'd been playing around with the mod a bit and thought of some feature tiles that would help complete the setting I'm building with it.
- Store Front (like with the counter that an NPC can stand behind)
- Library Entry
- Palace Entry (with the big door and the big steps)
- Houses under the platform (like for an elven slum district or something. No need to add a way down to these though)
- Pterodactyl Hanger (like a stack of giant bird boxes on the side of a cliff with steps up to the bottom one. I don't know why but I cant build a town in the trees without wanting one of these... you can ignore this one if you think it sounds dumb.)
Also, the waterfall you've already added will make a great transition to my river village so I just wanted to thank you for adding that. You have an awesome mod and no one has legitimate argument to say otherwise.
- Estelindis aime ceci
#387
Posté 12 octobre 2015 - 01:58
While we're in the wishlist mode, is there perhaps a tile with an airship docked to a tree or cliff? >.>
- Estelindis aime ceci
#388
Posté 26 décembre 2015 - 04:42
Wow...two years later and still going strong. Even though the PW I worked on, the reason for my original request, is no more, I still want to thank you Estelindis for the gift of your time and heart that you are putting into this. I've poked around the edges of NWN for a while now; after the place that I dedicated so much of my time and life to folded it kind of took the wind out of my building sails so to speak. But I absolutely love what you are doing, and I hope (for you) that it comes to fruition, so you may breathe that last contented sigh of relief, hit "save"...and know you have a job well done behind you. ![]()
- Estelindis et KlatchainCoffee aiment ceci
#389
Posté 30 janvier 2016 - 02:53
And since I am now writing a module based on Tolkien's world, I'll be looking forward to this. ![]()
- Estelindis et KlatchainCoffee aiment ceci
#390
Posté 15 février 2016 - 03:50
Are there any updates on this? Has anyone heard from Estelindis lately?
#391
Posté 11 mai 2016 - 12:27
Is this project dead? Estelindis hasn't replied to this thread for almost a year now.
I was planning on using this tileset in my module, but several of the buildings in the latest WIP version can't have doors put in them, which kind of limits it's use as a tileset.
#392
Posté 11 mai 2016 - 02:27
Is this project dead?
Probably not. As she said above, real life has taken priority for the time being.
You could always make the modifications to the tiles yourself. People here will usually point you in the right direction--even if you're just starting out modding. If you've done some before and just get stumped on something in particular, you'll likely find help here as well.
- GamerX51 aime ceci
#393
Posté 11 mai 2016 - 02:31
You can add doors wherever you desire. It just requires some slight of hand. There used to be a tutorial on "how" in the CEP downloads. I'll try and find it later, unless someone else beats me to it. ![]()
- GamerX51 aime ceci
#394
Posté 11 mai 2016 - 04:02
The quick and dirty way--no modded required--is to place a tile with a door that the player will never see in an area. Place a door in the door node. Right click on the door in the Module Contents Panel and adjust its location to wherever you want the door. It helps to drop a waypoint where you want the door first, then you just need to copy the coordinates.
- GamerX51 et CaveGnome aiment ceci
#395
Posté 11 mai 2016 - 05:03
Thanks for the reply, 3RavensMore and Kalbaern. But I have no talent whatsoever at 3D modeling, so I think I'll just wait for Estelindis to come back and finish it. It's probably just as well; I need to do some more writing work on my module and the custom world setting I'm creating for it anyway. This pause will give me an opportunity to perfect my module's story and setting.
- Estelindis aime ceci
#396
Posté 11 mai 2016 - 05:35
The offered solution does not require 3D modeling. It's just toolset work. Note also that you can remove the doorway tile you added after the door is moved to its real location. This is the same method people use to deal with building placeables.
- Estelindis, GamerX51, CaveGnome et 1 autre aiment ceci
#397
Posté 11 mai 2016 - 05:50
Note also that you can remove the doorway tile you added after the door is moved to its real location.
Now that I didn't know. ![]()
#398
Posté 12 mai 2016 - 03:16
You can also add doors to any tile by making minor edits to a tileset's .SET file. You can follow the style of a door in an existing tile as a guide. Fudging around in the Toolset as suggested above can help get the coordinates and facing right by giving you a visual reference before you make the test edits.
No modeling required.
-Dave
- Estelindis aime ceci
#399
Posté 31 juillet 2016 - 01:24
Hello! Long time, no posting. ![]()
The project is not dead, though people could certainly be forgiven for thinking otherwise considering my absence here. I have been working away at various new tiles for this project as I've had time and when the mood has struck me. You'll see some absolutely new stuff when I post the next version.
The main impetus to me popping back, though, is hearing the bad news about these forums on the grapevine. I'm disappointed that Bioware is going to shut this place down. I first registered on the old Black Isle boards as a fan of Baldur's Gate, and since then moved to various new official community boards as they appeared. I never would have expected Bioware to point black end this aspect of their community, rather than simply making another new version. They say it's not a financial decision, but one based around how their interactions with fans have changed. Yet a community has built up among fans over the years, regardless of the degree to which Bioware themselves interact with it. If it was a financial decision, I could actually understand it better. But for them to be able to afford to maintain this place and not do so just as a courtesy to those who still like it is a shame.
Anyway, I had been putting off posting this tileset of mine to the Vault because, just as a personal thing, I didn't want to do so before it was complete. Now, even though the tileset's still a work in progress, what's happening with the forum effectively forces me to put aside this reservation, which is fine. It wasn't an entirely rational reservation in the first place. I am in the middle of a few new groups and features at the moment. I'll see how well I manage to finish those, or not, before the last week of August. But the tileset will definitely go up on the Vault soon, one way or another.
Thanks to all those who still show interest, and especially to anyone who builds with the tileset. ![]()
- Frith5, Michael DarkAngel, thirdmouse et 7 autres aiment ceci
#400
Posté 31 juillet 2016 - 02:20
I can't wait to see your next update.
So they are shutting down these forums? Where will everyone post at then? I really need to know because I really count on all of you. Everything I have learned about working with haks have been from you all. If it wasn't for all of you I wouldn't be able to do even half of what I can.
So I want to thank all of you for all the help. Will everyone be posting on the Vault forums once this one goes down?
- Estelindis aime ceci





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