Aller au contenu

Photo

High Elven City Tileset


  • Veuillez vous connecter pour répondre
405 réponses à ce sujet

#51
Nevercallmebyname

Nevercallmebyname
  • Members
  • 102 messages

PLUSH HYENA of DOOM wrote...

No matter what retextures one puts on existing Tilesets, they invariably retain more or less the same architecture, even when one goes into the models and hits the said architecture with a huge brick.


You are my hero for saying this.

Modifié par Nevercallmebyname, 14 janvier 2014 - 06:42 .


#52
Estelindis

Estelindis
  • Members
  • 3 699 messages

cervantes35 wrote...

Just a quick note you have 2 DDS textures which where saved in the wrong format thf01_wood01 and thf02_gradient they render fine in the game but when you go to view them they are scrambled probably exported from the GIMP would be my guess in the wrong format.

Yes, I only compressed the TGAs shortly before sharing the hak and noticed that afterwards.  D'oh!  

cervantes35 wrote...

This a very stunning tileset I will have to come up with some good ideas hopefully.

Thanks!  Good luck with that.  ;)

PLUSH HYENA of DOOM wrote...

Might even actually be easier (with money) to build an Elven town for real than squinting at gmax or whatever... not that I'm suggesting you go out and start plonking huge, pointy sheds all over Phoenix Park or anything.

Elven treetop city in the Phoenix Park...  This needs to be a thing!  :D

#53
Sumthing

Sumthing
  • Members
  • 230 messages
I found a great elven tileset in my opinion.
http://nwvault.ign.c....Detail&id=7769

#54
Nevercallmebyname

Nevercallmebyname
  • Members
  • 102 messages

Sumthing wrote...

I found a great elven tileset in my opinion.
http://nwvault.ign.c....Detail&id=7769


That one only works for high elves though. There's at least three other elven races that remain alienated.

Modifié par Nevercallmebyname, 14 janvier 2014 - 12:07 .


#55
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 921 messages

Sumthing wrote...

I found a great elven tileset in my opinion.
http://nwvault.ign.c....Detail&id=7769


Yeah, that one is not even credited to the original authors which were Pogo Mudder and Little Baron.  It is also missing a huge number of groups and features that were part of the original set(s) (there were two one expanded the other).  So while this author converted it to spanish, I think he broke some things in the process.

CTP, first link in my sig below, has a much improved version of that set, with all of the bugs that were ever found being fixed.  A HUGE amount of work went into that tileset before it was released.  I gaurantee it is in better shape than the tileset listed.  It has also had a few extra groups and features added, as well as additional walls, walkways, bridges etc, added to the set.

the CTP version is found on our Release One page which is located Expanded Elven City and various other tilesets

And yes, it is primarily aimed at the High-Elf set of Elves.

Modifié par Bannor Bloodfist, 14 janvier 2014 - 12:32 .


#56
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 921 messages

Estelindis wrote...<snipped for brevity>

PLUSH HYENA of DOOM wrote...

Might even actually be easier (with money) to build an Elven town for real than squinting at gmax or whatever... not that I'm suggesting you go out and start plonking huge, pointy sheds all over Phoenix Park or anything.


Elven treetop city in the Phoenix Park...  This needs to be a thing!  :D



Hmmm, there are at least two builders/contractors here in the states that specilize in creating Tree Houses by customer request.  The show up in a couple different series on Animal Planet, or History Channel or Discovery... they all tend to share their programming and/or run competitive shows against each other.... maybe you could get in contact with them, throw them a few drawings or screen shots, and let them have a go at it! :devil:

#57
Master Jax

Master Jax
  • Members
  • 352 messages
Wait, was this already released? 0__o I missed the announcement...

#58
Estelindis

Estelindis
  • Members
  • 3 699 messages
Just a very barebones alpha, Master Jax. Link is on the previous page. I won't put it up on the Vault until I've added plenty more tiles and am happy with all of them, but people seemed to want to check it out in the meantime.

#59
3RavensMore

3RavensMore
  • Members
  • 703 messages
Magical work Estelindis. If this is the barebones alpha I can't wait to see what a released version will look like. The amphitheater is a great addition, and I love the vine railings around the platforms. Any hints on what else will be included?

#60
Estelindis

Estelindis
  • Members
  • 3 699 messages
Thanks - I'm glad that you like the amphitheatre! I added it after watching a TV programme about the differing relationships between theatre and politics in ancient Greece and Rome. The relatively simple, open nature of the elven amphitheatre is intended to evoke a Greek architectural style rather than a Roman one, as I think that elves would be more interested in the thought-provoking drama that (apparently) was important to Greek democracy (vs. the more pacifying, bread-and-circuses approach evident in Rome).

Regarding future tiles, a few people who've offered to help have various ideas. :)

For my own part, I want the following:
  • More fleshed-out building terrain (current one has only a tiny number of tiles). I'm hoping to do some very interesting things with the rooftops, once I fix my approach.
  • A few groups with stairs going up and down (currently working on one of these).
  • Raise/lower solution. Whatever is chosen (i.e. maybe not *actual* raise/lower), I want a way to give more than one level of terrain while avoiding a layer cake effect in the treetops below the platforms.
  • Miscellaneous city-appropriate groups: temple, market, etc.
  • Mountain terrain, including a nice, big waterfall. I may look to another source for this (though nothing for which use has been denied by the author, of course). It's just the kind of thing that I think has probably been done quite adequately already by others. This would mainly be intended to give an alternative surrounding edge or background to the city. Maybe some custom doors could be built into some bits of mountainside, or behind a waterfall, as secret ways to enter the city.
  • More tiles with trees reaching right up and growing through/alongside features.

Modifié par Estelindis, 15 janvier 2014 - 12:50 .


#61
Ssythilac

Ssythilac
  • Members
  • 166 messages
Just discovered this project and... Wow!

I`m sure that the finished version will be one of the most beautiful tilesets ever made for NWN. The level of work, detail and vision are simply outstanding.

Estelindis, I nearly have finished a module of mine about the ruins of Myth Drannor, but seeing your work I decided to create a few areas more, featuring the Elven Court of Cormanthor. When the finished version are up, you don`t mind if I use your tileset in the module?

A few images of my module, in which I am spending ages to finish:

http://social.biowar.../albums/1329736

Again, wonderful work Estelindis.

#62
Estelindis

Estelindis
  • Members
  • 3 699 messages
Of course I don't mind, Ssythilac - that's exactly the kind of thing that the tileset is for! Thank you for posting those nice words and best of luck with your module. :)

#63
Ssythilac

Ssythilac
  • Members
  • 166 messages
Thanks, Estelindis, and best luck for you too! Posted Image

#64
Nevercallmebyname

Nevercallmebyname
  • Members
  • 102 messages
The raise lower, because you're starting on top of the trees, I feel needs to build down. A terrain that breaks the canopy and some features that add houses lower in the trees.

#65
3RavensMore

3RavensMore
  • Members
  • 703 messages
I'm really intrigued by the multilevel terrain. Though it may or may not be in the style your after, a truly massive tree "tower" could appear to support some of the nearby platforms and might give a solid "anchored" feel to the city. It certainly doesn't need it, but it might be an interesting feature.

#66
Estelindis

Estelindis
  • Members
  • 3 699 messages
Sorry, Nevercallme, but I don't think that approach would work in quite the way that you're suggesting. There is a black plane just a little under the trees, into which the top branches "fade." It's essential for keeping the illusion of being above treetops. If it were breached, well, there'd either be nothing (immersion breaking) or I'd have to create more stuff for each and every tile (consistency). I'd rather devote my energy to the stuff above the treetops. That's not saying that there couldn't be some stuff barely grazing the top of the trees. For instance, the amphitheatre is a bit lower at its base than the rest of the set. But going right through just isn't going to work. Thanks for the suggestion, though.

3RavensMore: Yes, I'd like to do something like that.  I think that with any big tree that supports a wider structure of platforms, the main design issue is always going to be walkmesh: any given part can only ever operate at one vertical level.  But I'd like to see what I can do within those limitations, at least.  :)  There's always the old Lothlorien group, but I admit that it feels maybe a little too enormous for what I have in mind?

Modifié par Estelindis, 15 janvier 2014 - 01:41 .


#67
3RavensMore

3RavensMore
  • Members
  • 703 messages
I was think more of the tree being a support structure instead of something to ascend. Whatever you and the people working with you create will be a treat in any form though. I already have plans to use it in several locations. :)

#68
Pstemarie

Pstemarie
  • Members
  • 2 745 messages
Have you seen Six's treehouse in Wildwoods?

#69
cervantes35

cervantes35
  • Members
  • 291 messages
If six would not mind I would like to take a look at it and maybe see if they can be used or modified to fit within this set this would save a heck of alot of time if they could, and yes I am helping out but all work up to now has been strcikley Estelindis.Posted Image

With six's approval of course.

Modifié par cervantes35, 15 janvier 2014 - 03:43 .


#70
Nevercallmebyname

Nevercallmebyname
  • Members
  • 102 messages
That's a shame that you cant do buildings below the canopy but I understand that not every idea is possible. Maybe there can be a Low Elven City Tileset in the future that they go in. Anyway, looking forward to trying the next update.

#71
Estelindis

Estelindis
  • Members
  • 3 699 messages
3Ravens: Ah yes, I see what you mean! That's definitely part of the plan. :)

PSM: Yes, I've seen Six's treehouse. It's beautiful - certainly the kind of thing that would fit this tileset perfectly. I think they share the same kind of aesthetic.

#72
Mecheon

Mecheon
  • Members
  • 439 messages
I am looking forward to the cliff tiles

If I knew what I was doing with tilesets, I'd go back and add cliffs to the CTP Elven city just because I really think that platform needs more stuff that can interact with it

Good work so far though! The buildings all have very well meshing work to them

Gonna have to also hopefully request some sort of stairway tile that can link up to the CTP Elven Forest, or any other forest that might be below the city

#73
Estelindis

Estelindis
  • Members
  • 3 699 messages

Mecheon wrote...

Gonna have to also hopefully request some sort of stairway tile that can link up to the CTP Elven Forest, or any other forest that might be below the city

That's exactly what I'm working on now.  :)

#74
cervantes35

cervantes35
  • Members
  • 291 messages
I have an idea I want to through out there. Acrople did a forest expansion with a platform above the forest in which he used an elevator tile for both the forest and the platform which would seem to be the easiest way to access this tileset from the forest. This would seem be a good way to keep the elven community safe from forest critters and much easier to wok than a grand staircase just my two cents.

#75
Estelindis

Estelindis
  • Members
  • 3 699 messages
I know what you're talking about, but it's just not my cup of tea. :) For me, stairs are much more elegant and elven. I imagine them living in harmony with nature anyway, so that animals wouldn't be a problem. Sorry, not trying to be negative - it's just my personal taste. :)

Also, I think that the main advantage of an elevator is to allow transition from a walkable lower area to a walkable higher one without having to worry about walkmesh, but there's no walkable lower area in this set. That is by choice. It's a walkmesh nightmare anyway. If you want to have houses amid trees on a "ground level" and also houses on upper platforms, then they all need ways to walk around, and they just get in the way of each other. (Or, sometimes, you see blank forest floor "walled off" for this reason when there's walkable terrain high in the trees, and it always breaks my immersion.) The only way I think would be properly workable would be if a tileset with upper and lower would-be-walkable terrain was duplicated, one having walkmesh for the lower terrain and the other having walkmesh for the higher one. It would mean an area transition with every change from upper to higher, though.

Sorry, think I went a bit off-topic from stairs and elevators there!