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Tilesets for NWN 1


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#1
Tonden_Ockay

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Man it would be nice to see a tileset like this for NWN1 and to me it looks like it would be very doable.

 

Edit: Not saying easy just looks possible. 

 

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#2
Empyre65

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Because NWN is 2.5 D, you can't have a bridge that you can walk on and walk under.


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#3
ia.Pepper

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To my knowledge, you can actually have both, but it has always proven really unreliable and glitchy whenever anyone attempts it.



#4
MerricksDad

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You'd have to have a (very buggy) trigger to shift you across the threshold. If I had to made a suggestion, I have found that shifting directly across a threshold tends to make a character slide instead of direct teleport. That could cause you to jump up to the higher level for a second and then back down. Instead, transfer the character to a longer distance area, like a black room sealed in a cavern wall, all dark, and you cannot see your character. Then transfer them back out. You might want two objects to initiate the transfer, such as another trigger pad in the dark room that immediately puts you back out where you need to go. Something to try, but if successful, would be much less buggy than previous trigger pad attempts at making stackable walk places.



#5
Tonden_Ockay

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I meant other then the over lapping of walk mesh. Most of it looks like it could be built tile based.

 

 

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#6
Tonden_Ockay

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Oh well has anyone made something like this for NWN1?

 

grandentrance.jpg

 

 

It makes me think of the Dwarven Halls from LotR's I think it was in the first or second move.



#7
Mecheon

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Dwarven Halls is the closest, plus the Dwarven Hall set for the cave



#8
MerricksDad

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After the three black hills tilesets, I have three cave systems coming up. The second and third underdark areas are meant to have drow and dwarf worked areas. In your post with the many pictures, the third one down looks like a tile I have planned. As you look out from the wall bridge, you view a long unwalkable cavern with many large soda straws. The underdark tiles I have planned are all very large and escape their bounding boxes in the directions not walkable by the player. This lets me give the very open and expansive feel, but confine the player to less dangerous areas that they can actually walk and fight in. I don't have any buildings planned for the first underdark type, as I wanted some unmodified karst caverns, full of natural formations. The second set is granite based, with other things dripping in from above, and will have lots of dwarven works, gems and ores visible in the walls, fantastic mushrooms, and some pools. The third set is basalt based, rich in crystals, monstrous mushrooms, molds, huge lakes, and lava. I'm planning to keep most of the drow stuff in the darker basalt area, but I don't see any reason they cannot be pulled out and texture shifted to the granite region.

Here's a picture I was using as inspiration while making some dungeon-like corridors:

 

3IV3iXd.jpg



#9
Tonden_Ockay

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This sounds great, will the non walk able areas be beyond the area edge?

 

Are you going for a large massive looking arch way like in the painting?

 

WoW very nice ideas MarricksDad,  I can't wait to see these three tilesets.



#10
MerricksDad

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You'll see what I mean by beyond the edges when I get some more of the granite lands tileset finished. I've got a few tiles that put a mountain outside the area edge. I've always hated that graying at the edge, so I'm designing what I call "surround" tiles. Instead of having a single type of edge tile per combination at the edge, you place a terrain type which dictates what is seen beyond the edge of the area. I have to craft my areas (with fog) in a way that keeps the view of the player within a playable space, but yet allows more visual variety.

 

With the image I posted above, what you'll get is a set of one or two tiles (tile group) which has a left or right spanning region that far escapes the tile 1k boundaries. It will let you place that tile wherever you need it (where it fits) but you can use the escaped area as an edge tile, or in the middle of a long narrow map. It doesn't really matter, just as long as you don't double back on that tile, unless you specifically double back over the escaped area at a higher level, so it gets burried under the floor of that tile.

 

For the underdark sets, I have a LOT of that planned out, as I intend to have very high and very low places in the caverns, which you can view, but cannot reach. Taking ceiling-ed tiles to a new level :)

Here's another inspiration image to show what I mean. This is from DDO and shows how expansive their underdark region is. In NWN you would have to choose to walk above or below the region, or like they do in TL2, simply show the lower region, but never reach it as you progress to the next area.

 

prB0UxG.jpg

 

And here's another image showing just how good you can make a simple area in your dungeon/underdark appear by just making off-tile unreachable areas. In the background you can see so much more cave, but they never intend for you to leave the 2D area they have planned out. It brings a lot to the game.

 

eNXtdQh.jpg

 


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#11
Zwerkules

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I meant other then the over lapping of walk mesh. Most of it looks like it could be built tile based.


I made a combination and expansion of Six's catacombs, dungeon and sewer tilesets. I have his permission to add tiles I need to these tilesets for a module specific hak. That's why I haven't released this tileset.
I'll ask Six if it is okay to release it as a project separate from the module and upload it when/if I get his okay.

Dungeon01.jpg

Dungeon02.jpg


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#12
3RavensMore

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That's spectacular! 


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#13
LastBard

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Absolutely amazing!


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#14
Empyre65

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Here's an idea for kind of a workaround. Make an area where the player walks under the bridge, then another area with stairs going up, and then another area that look identical to the first area, but now you're walking on the bridge.


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#15
MerricksDad

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I always liked those tiles. They look like almost exact rips, and then recolor, from Dungeon Seige. That final area in the first game has a back room beyond the dungeons with that hanging bridge stuff in it.


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#16
LastBard

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Here's an idea for kind of a workaround. Make an area where the player walks under the bridge, then another area with stairs going up, and then another area that look identical to the first area, but now you're walking on the bridge.

 

I think it's works!



#17
MerricksDad

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Are you going for a large massive looking arch way like in the painting?

 

It is my intent to have some giant sized areas in the dwarven halls, because I keep to the old history where the dwarves were slaves to the giants. I also want large areas in the drow cities because they do tend to summon some rather large 15 foot tall monstrosities to do their work for them. Cramped areas just are not cut out for those kind of critters, or the battles you may end up having with them. Not sure if I should have done it, but I made all the creature models I worked on true to scale as they are written in the monster manuals. That put some of the common drow-summoned creatures easily in the 12-18 foot tall range. The tilesets I am currently doing are half height scale. Not sure if anybody noticed that from my pictures, but I took 20 meter tall spires areas and scaled them down, and I took 3:10 slopes and made them 3:20. It is less dramatic, but far more playable. It still leaves room for camera movement, as well as visibility to those off-tile things I want to show at the edges, which can be much more dramatic. It might not look as cool inside, like dungeons and caves, so we'll see.


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#18
Tonden_Ockay

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MerricksDad

WoW that all sounds nice MerricksDad I really can't wait to see your ideas come to life using NWN1, I will be watching and waiting.

 

 

 

 

 

Zwerkules

Very very nice work Zwerkules as always you never seem to fall short, you have done so much for NWN1 and yet keep it coming. Not only do you keep pumping very high quality content, but you seem to keep taking it to the next step as well. The work you do is just amazing. Thanks again for all your are doing please keep it up.


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#19
Tonden_Ockay

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Oh and I will be downloading that tileset soon as you upload it Zwerkules  ;)


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#20
Jedijax

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See, this is exactly what people who say it can't be done should be paying attention to. They are too busy stating NWN cannot and will not come close to modern videogame graphics to actually notice, let alone make, something like this. Just take anything Six has done. His tilesets are top quality, ingenious, and always challenging Neverwinter Nights' aesthetic limits. Then, notice the many authors who have reworked his ideas and resources to reach beyond. We have a plethora of content converted from The Witcher and NWN2, and lots of custom projects clearly inspired by them and Icewind Dale, Baldur's Gate, Dragon Age, The Elder Scrolls, etc.

 

Astonishing work, Zwerkules. Now, give us a crypts tileset reskin that looks like that and I will name my first born after you.


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#21
Verilazic

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See, this is exactly what people who say it can't be done should be paying attention to. They are too busy stating NWN cannot and will not come close to modern videogame graphics to actually notice, let alone make, something like this. Just take anything Six has done. His tilesets are top quality, ingenious, and always challenging Neverwinter Nights' aesthetic limits. Then, notice the many authors who have reworked his ideas and resources to reach beyond. We have a plethora of content converted from The Witcher and NWN2, and lots of custom projects clearly inspired by them and Icewind Dale, Baldur's Gate, Dragon Age, The Elder Scrolls, etc.

 

Astonishing work, Zwerkules. Now, give us a crypts tileset reskin that looks like that and I will name my first born after you.

Close
 

 

 

Agreed. What most people miss is that every game has it's share of shortcuts and "tricks" that the developers used to give the impression of something instead of actually building it. Skyrim, for example, has static 3-d images of waterfalls that are used when you can see one at a great distance. Even the mods that make them more visually appealing only improve the texture on that object. I read extensively about people who attempted to force the game to load more things at a greater distance, and the game actually breaks in amazing ways when you do that too far out. It was educational.


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#22
kamal_

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Because NWN is 2.5 D, you can't have a bridge that you can walk on and walk under.

You can't in NWN2 either, that tileset fakes it by having the under sections unwalkable/unreachable, it's as MerricksDad said with the concept of "you can view, but cannot reach" to show a more 3d area even if you can't get there.

.



#23
_six

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Hey, Zwerk. Release the beast.

 

oh%2Bmy%2Bgod%2Bkt%2Bperry.gif


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#24
_six

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honestly, I disappear for a few years and suddenly all the work I was too lazy to do in integrating stuff somebody has done for me! Awesome!


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#25
Zwerkules

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Hey, Zwerk. Release the beast.


Thank you!

I'm glad I can release it separately from my module because I'm not sure if I will ever complete that and if I complete it there'll still be (NWN) people around to play it.

So now at least other people can use the tileset.


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