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Sigil Tilesets


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#1
cervantes35

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I am starting a project for improving the CODI Sigil Tileset. The first item I have added is a statue. I am now working on a Mortuary terrain pictured below is the Mortuary Entry there is much more in the planning I will update in this thread as I go.

Image IPB

Image IPB

And Six if this looks fimilar to you it is based of some of your other works I hope you don't mind me editing your great stuff.

Modifié par cervantes35, 23 février 2014 - 07:39 .


#2
cervantes35

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The statue is a completed model and the Mortuary Entry is a work in progress the texture mapping you see may not be the final.

I have a second level I am working as well for the Mortuary but is not far enough along to post any pictures. The roof of the first level will be walkable with exits onto it from the second level.

I will be looking for people to test these improvements as I get further along so if anyone is interested let me know

#3
henesua

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This looks promissing.

As you expand Sigil, please use the latest release as a base. I put it up on neverwintervault under bigfoot's entry. This includes Uncager's work, along with Pstemarie's work.

#4
cervantes35

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henesua wrote...

This looks promissing.

As you expand Sigil, please use the latest release as a base. I put it up on neverwintervault under bigfoot's entry. This includes Uncager's work, along with Pstemarie's work.


Already done but the final product I will be using will be not be compatible with all previous version but I will make a compatible version as well for people who have built areas with the older version.

#5
henesua

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why wouldn't it be compatible? My upload is not the older version but the latest release with uncager's stuff in it, along with Pstemarie's shadow fixes. The files are up there at the link.

#6
cervantes35

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Because I am organizing tiles in a much better and neater set file which included renaming some of the older tiles and renaming some of the older terrains which will break the compatibility but I will also make a version where nothing is broken.

I also have plans for adding a crosser wall just for surrounding the Mortuary but it will be usable for anyhting else that builders want to use it for.

#7
henesua

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cool beans. looking forward to seeing this stuff.

#8
cervantes35

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I have decided to go ahead and load another image of things I have added.

The Stem Tower (Lord of Worms sent years back fully wokmeshed)
A Tower (Six sent me some time back fully wokmeshed)
Fell's Tattoo Shop ( A tile which was incomplete in the original CODI download fully wokmeshed)

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#9
rjshae

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Awesomely weird looking models! Good stuff.

Modifié par rjshae, 23 février 2014 - 09:52 .


#10
Malagant

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While I am always appreciative of more Hive, am I the only one finding the idea of doing extra workload to have and maintain two separate versions of the same thing floating around a bit odd? It's not a criticism, per se, it's just an odd choice.

#11
cervantes35

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This may or may not be the final for the first level of the Mortuary.  Like to know what people think?

Image IPB

Modifié par cervantes35, 24 février 2014 - 04:24 .


#12
Shadooow

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cervantes35 wrote...

Because I am organizing tiles in a much better and neater set file which included renaming some of the older tiles and renaming some of the older terrains which will break the compatibility but I will also make a version where nothing is broken.

I also have plans for adding a crosser wall just for surrounding the Mortuary but it will be usable for anyhting else that builders want to use it for.

renaming the tiles shouldn't break compatibility as long you still use same tile ID

areas stores only tile IDs not model names - those are driven by SET file, so as long as the tiles are the same just renamed it should work fine

Modifié par ShaDoOoW, 24 février 2014 - 02:22 .


#13
cervantes35

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Thanks for the info Shadow glad I'll only have to manage one copy. Learn something new everyday that's what I like about this community.

Modifié par cervantes35, 24 février 2014 - 02:22 .


#14
T0r0

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I would test that first to be sure. I seem to recall a generic tile (not a feature) I replaced in the default rural set with a very similar tile (IIRC I only changed the ## at the end).
IIRC when I updated an existing work that tile was blank (missing).
It is entirely possible I may be mis remembering the circumstances however.

Modifié par T0r0, 24 février 2014 - 04:39 .


#15
rjshae

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cervantes35 wrote...

This may or may not be the final for the first level of the Mortuary.  Like to know what people think?

Image IPB


It looks a little flat; there's not much depth to it.

#16
cervantes35

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Are you talking about shots from different angles to show off more depth.

#17
henesua

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If there is more depth to it show us the angles so we can see it.

That said, it does look flat. Most of the CODI stuff has more wear and tear and shadow in the textures than we can see in those screenshots. Burning some shadows in there so that protruding elements come forward will help, as will bits of wear and tear perhaps as decals or in the texture itself.

#18
DM_Vecna

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I agree about that looking flat. Maybe stronger contrast of colors and a slightly wider color palette? I am very excited that you are adding to this great set.

#19
cervantes35

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Maybe this would be better? I have not enabled shadowing as of yet that will be one of the last things I do once I have finished the entire terrain and I am not going to make anymore changes. This is made entirely of CODI textures except the blood in the pool and placard skull around the outside.

 

Sigil5_zps23c818fb.jpg


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#20
henesua

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Ah that shows it off much better. And having shadows turned off explains the lack of depth.

 

I think this is looking good, so good that I want more variety. Any chance of seeing some variations of tiles so that the building looks a little worn out, damaged, or dirty in places? A bent pike here and there at the roof, some broken masonry in the wall, some uneven ground at the base... that sorta thing.

 

I like what you are doing, Cervantes. And thanks for showing this screenshot. Its much mroe revealing.


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#21
cervantes35

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Yes once I set the base tiles and textures I will go back and make some variation tiles to include things you mentioned. I must now set my second story base up and its textures.

 

If you like this you'll probably like the wall crosser I am doing specifically for this terrain although people will be able to use it as they see fit.

 

I also have a arena pit terrain I'm sure you like as well. Pictures should be up sometime this week for this particular item.

 

I am also contemplating redo doing the castle terrain to fix it up some as well, so it doesn't look exactly like the city exterior castle with new textures.

 

I am also contemplating redoing the evil castle terrain as a citadel with new textures and more tile variations so it does look like the city exteriors as well. Lots of good stuff planned lets see how far I get thou first.

 

Look for my oriental tileset soon to follow it combines sixes oriental city and remodels and retextures coulisfu rural and mashes them together in one big oriental city rural combo. Small teaser pic remember this isn't even close to being done just starting the first building entry.

 

Oriental1_zps281b00a3.jpg


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#22
Mecheon

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Oh dang, I was hoping someone'd take a swing at that set at some point



#23
Loki_999

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Nice work!



#24
henesua

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I like coulisfu's work as well and would love to see it updated. My plans had been to fit the oriental rural in with toro's rural, because I like the dry landscape. been too busy to do that though.



#25
NWN_baba yaga

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The mortuary wall does look flat, but you never use any light or shadows anyway in your screens cervantes. That makes it all not easy to judge them because it just looks dull and 2d ya know. And i agree that you could use a more "dirty" or nasty texture for the wall. Something with more substance in it and adding some shadows manually too wouldnt hurt.

 

But great that you continue the work on this tileset. It´s lovely :)


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