Elven clothes sound like a great suggestion for the CCC.
High Elven City Tileset
Débuté par
WoC_Builder
, déc. 09 2013 01:22
#101
Posté 19 janvier 2014 - 08:59
Ssythilac: placeable versions of tiles (and bits of tiles) never occurred to me. It would be quite quick to do once the set is finished. Thanks for the idea!
Elven clothes sound like a great suggestion for the CCC.
Elven clothes sound like a great suggestion for the CCC.
#102
Posté 19 janvier 2014 - 03:21
Or an internal version of those lovely buildings.
Modifié par 3RavensMore, 19 janvier 2014 - 03:21 .
#103
Posté 19 janvier 2014 - 05:01
I'd really like to make interiors that match the layout and style of the exterior perfectly. I've often thought about it while working on the set. I just have to be realistic and not promise what I can't be sure that I'll end up delivering.
#104
Posté 19 janvier 2014 - 08:50
When you finish the elven city project you can think about possibly starting an elven city interiors project. For now lets get some more buildings.
#105
Posté 21 janvier 2014 - 03:47
Myself and Cervantes have been hard at work on those raise/lower options, plus I'm still working on various stairs. Decided to take a little break from that, though, and make some veeeeeery rough concept drawings to visualize the various building roof options that have been swirling in my head. It might not work out exactly as I visualize when I actually try making it in Max, but the images below will remain my guidelines. I'll find a way to preserve the overall aesthetic, making whatever changes are needed to existing building terrain geometry.
The only problem is that I wanted this terrain to look a bit less homogenous than the hall crosser does, but the tiles would still all look very like each other here. In the Bioware city building terrain, for instance, it really looks like lots of different houses jammed together. Can I do something similar here, keeping an overall aesthetic but getting more variety? Alternatively, do people believe it's better not take that approach? Any thoughts are welcome.
Anyway, for the first picture, no extra explanation is necessary.

The second image shows various new options for the middle "_20" tiles of the terrain, as well as some possible new side tiles.

The third image shows another option for some centre tiles: a "courtyard" in the middle of the building, with some trees growing through. Other options might be walkway in the middle of this, if lots of such tiles are used?
The only problem is that I wanted this terrain to look a bit less homogenous than the hall crosser does, but the tiles would still all look very like each other here. In the Bioware city building terrain, for instance, it really looks like lots of different houses jammed together. Can I do something similar here, keeping an overall aesthetic but getting more variety? Alternatively, do people believe it's better not take that approach? Any thoughts are welcome.
Anyway, for the first picture, no extra explanation is necessary.

The second image shows various new options for the middle "_20" tiles of the terrain, as well as some possible new side tiles.

The third image shows another option for some centre tiles: a "courtyard" in the middle of the building, with some trees growing through. Other options might be walkway in the middle of this, if lots of such tiles are used?
Modifié par Estelindis, 21 janvier 2014 - 04:20 .
#106
Posté 21 janvier 2014 - 04:59
I don't currently have anything of particular value to contribute, I just wanted to say that concept art looks extremely promising.
#107
Posté 21 janvier 2014 - 09:34
I personally like that the elven buildings look like a single big building.
#108
Posté 21 janvier 2014 - 10:19
Would the "city" tiles have alleys? I'll admit that the alleys addition to the original bioware city tileset have always been a favorite. For the elves I'm thinking something more like narrow -- possibly gated -- alleys to inner courtyards, gardens, sacred trees, secret temple entrances, private hidden shrines, all that sort of thing. Alleys break up the uniformity, and add mystery -- just what is down that dim alley past that gate...
Modifié par 3RavensMore, 21 janvier 2014 - 10:21 .
#109
Posté 21 janvier 2014 - 10:26
Thanks for the feedback, Athain and Nevercallme. 
Alleys of the type you describe sound great, 3Ravens. If I have time, I'll do them. I had been considering making an inner courtyard totally surrounded by the hall crosser that could be entered by a little arch, but what you describe actually sounds nicer and, yes, more mysterious.
Alleys of the type you describe sound great, 3Ravens. If I have time, I'll do them. I had been considering making an inner courtyard totally surrounded by the hall crosser that could be entered by a little arch, but what you describe actually sounds nicer and, yes, more mysterious.
Modifié par Estelindis, 21 janvier 2014 - 10:27 .
#110
Posté 22 janvier 2014 - 05:35
Nice concepts, Estelindis!
Looks promising...
The matter of elven aesthetics in a large group of buildings is a very interesting one. I always think that it must be essentially homogeneus, but at the same time with an elegant and somewhat alien variations...
Anyway, I trust completely in your personal vision.
The matter of elven aesthetics in a large group of buildings is a very interesting one. I always think that it must be essentially homogeneus, but at the same time with an elegant and somewhat alien variations...
Anyway, I trust completely in your personal vision.
#111
Posté 22 janvier 2014 - 05:54
The biggest thing I liked about the city alleyways was the bits of building that crossed over the top. If you do make elven alleyways please don't forget to include some of those as well.
With the city tileset in mind, there are a lot of groups and features I'd love to see reimagined in this tileset such as the 3x2 city gate and the city wall features.
With the city tileset in mind, there are a lot of groups and features I'd love to see reimagined in this tileset such as the 3x2 city gate and the city wall features.
#112
Posté 23 janvier 2014 - 05:22
Bannor Bloodfist wrote...
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.
Woah, thanks for sending me the link to the CTP page, I haven't been able to find it for ages and I just used that tileset because it was the only one I could find that was 1.69 compatible.
#113
Posté 23 janvier 2014 - 08:50
I should get into making tilesets, I might be able to make amazing locations if I knew how to texture and do other things with nwn tileset making.
#114
Posté 23 janvier 2014 - 09:02
Test merging stuff together first, and once you get a hang for how tilesets work, move onto the meat and potatos
And yeah, gotta have alleys. Elves aren't all nice and good. Gotta have somewhere for the backalley dealings, the occaisonal murder, all that fun stuff that elves would get up to the safe as anyone else
And yeah, gotta have alleys. Elves aren't all nice and good. Gotta have somewhere for the backalley dealings, the occaisonal murder, all that fun stuff that elves would get up to the safe as anyone else
#115
Posté 23 janvier 2014 - 10:34
Sinister elf almost sounds like a contradiction but it does sound cool. Sneaking down a long back alley in the middle of the night to get to a single drow building at the end. Can't let the guards see you going down that way though.
#116
Posté 23 janvier 2014 - 12:56
My alleys will be pretty and nice, but maybe some dodgy happenings could occur there anyway! 
Best of luck, Sumthing. Let us know if/when you make, ah, something!
Best of luck, Sumthing. Let us know if/when you make, ah, something!
#117
Posté 23 janvier 2014 - 01:40
Who said they were drow buildings?
Always that one odd elf shop down the back alley where you can get not-quite legal bits for your latest spells. Eleven smugglers also have a lot more paths to travel than a human one, just being able to teleport contraband in makes them a bit of a thing
... My elves? Not always nice
Always that one odd elf shop down the back alley where you can get not-quite legal bits for your latest spells. Eleven smugglers also have a lot more paths to travel than a human one, just being able to teleport contraband in makes them a bit of a thing
... My elves? Not always nice
#118
Posté 23 janvier 2014 - 02:24
Okay, not always nice. But always pretty, no? All the better to stab you in the back while you admire them. 
Edit: NWExplorer view of my first building tile with the new style of roof.
Edit 2: Huh, some of my windows have different (i.e. wrong) colour settings. Better fix that...
Edit: NWExplorer view of my first building tile with the new style of roof.
Edit 2: Huh, some of my windows have different (i.e. wrong) colour settings. Better fix that...
Modifié par Estelindis, 23 janvier 2014 - 03:04 .
#119
Posté 23 janvier 2014 - 03:17
Neat!
#120
Posté 23 janvier 2014 - 04:41
Very neat!
Just a random idea here for the windows - (and I don't even know if it is remotely possible) - making a an animation loop with the light coming out of those windows for nighttime. Although whether this could actually be synched with night-day rotation is a different matter.
Just a random idea here for the windows - (and I don't even know if it is remotely possible) - making a an animation loop with the light coming out of those windows for nighttime. Although whether this could actually be synched with night-day rotation is a different matter.
#121
Posté 23 janvier 2014 - 04:46
There will be night windows as well as day ones. I made the night-time texture at the same time as the day one, but I haven't implemented the animations yet. Don't know if I can manage anything fancier than what's standard, in this respect.
#122
Posté 23 janvier 2014 - 05:15
Those elven house models look really nice!
What I wonder though is how those skinny elves stay warm inside? You never see chimneys on Elven structures. Maybe they use magic heaters? :-)
What I wonder though is how those skinny elves stay warm inside? You never see chimneys on Elven structures. Maybe they use magic heaters? :-)
#123
Posté 23 janvier 2014 - 05:18
Skinny people tend to offset the cold with metabolism.
Great work, Este. *makes grabby hands*
Great work, Este. *makes grabby hands*
#124
Posté 23 janvier 2014 - 05:41
The concave roof and dormers definitely are a super addition. I've a small question on the weathering of the wood texture (on the walls). Did you darken it or increase it from your previous image?
#125
Posté 23 janvier 2014 - 06:35
Thanks, all!
3Ravens, the texture is unchanged. It's a standard TNO texture. It might well be worth replacing later.
3Ravens, the texture is unchanged. It's a standard TNO texture. It might well be worth replacing later.





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