Author Topic: Wild Woods tileset  (Read 15087 times)

Legacy_Jenna WSI

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Wild Woods tileset
« Reply #120 on: September 10, 2010, 07:47:06 pm »


               You really make it hard to resist hacking, Six.
               
               

               
            

Legacy_Ukiah

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Wild Woods tileset
« Reply #121 on: September 11, 2010, 01:58:21 pm »


               Sixth version is, once more, a great job.



Elven housetrees are great, and ruined tower is.. woah.



It's the greatest tileset I've seen ever and I use nwvault tileset since 5 years... Here it goes some ideas to do it more ouuuh! if this is possible ^^:

-More housetrees structures. I think it's impossible to do two walkable floors, but if you do a rope bridge up high comunicating elven trees and down unwalkable bushes could be great. A huge tree with natural wood stairs to up accessing.

-Tree and bushes thicket for delimit area sides.

-Possible paint cliffs next to water. Thicket too. This is useful delimiting.

-In chasm, stoned downstairs. Not for accesing bottom of chasm (u did not walkable and I suppose this could be difficult to remake this), downstairs to access some kind of stone balcony, maybe a door transition approached to cliffside...

-Watch tower with usable stairs.



Sorry for my English :S



If u need more ideas, tell me please '<img'>
               
               

               
            

Legacy_Frith5

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« Reply #122 on: September 11, 2010, 02:33:06 pm »


               Superb work, _six. Thanks so much for this stuff.

For a suggestion, how about your cool rope bridges being able to span ravines higher up, from treehouse to treehouse?

Again, great stuff.

JFK
               
               

               
            

Legacy__six

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Wild Woods tileset
« Reply #123 on: September 11, 2010, 03:23:28 pm »


               I think my ultimate intent for the elven treehouse is to make a new crosser terrain based upon it consisting of a series of tree-supported towers held upright by rope bridges. The real problem in creating such is finding a logical way to block off the ground walkmesh below the bridges - perhaps using conveniently placed rocks or thicket is indeed the best answer. Cliffs paintable next to water is going to be the bulk of the v0.7 update too, so no worries on that front.



I also forgot to mention, this update also contains loadscreens. So if you're using anything else with custom loadscreens you might wish to combine the .2da files or put my hak at the top of the hak list to avoid conflicts.
               
               

               
            

Legacy_Shadooow

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« Reply #124 on: September 11, 2010, 03:31:07 pm »


               Hey six, finally I decided to test this, however i dont understand the downloading. Because version 6 has 4mb and 55 has 20, do i need to download all files?
               
               

               
            

Legacy_Fester Pot

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« Reply #125 on: September 11, 2010, 03:45:18 pm »


               Why not make it a separate tileset above the trees rather than trying to work around the ground walkmesh issues you'll face?



FP!
               
               

               
            

Legacy__six

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« Reply #126 on: September 11, 2010, 05:01:18 pm »


               

ShaDoOoW wrote...

Hey six, finally I decided to test this, however i dont understand the downloading. Because version 6 has 4mb and 55 has 20, do i need to download all files?


Oh, no. Those are different tilesets - there are three on the page, Wild Woods v0.6, which is the Wild Woods update, and the other two are Wildlands and Winter Wildlands (totally different tilesets from last year). They're all independant and don't require any of the others to use. I can see why the page looks confusing, though, and will try to make it a bit more obvious.

Fester Pot wrote...

Why not make [the elven treehouses] a separate tileset above the trees rather than trying to work around the ground walkmesh issues you'll face?


Thats one idea, which I'll have to investigate further. There are advantages to implementing them in the same tileset - such as the grand vistas you can often create looking out over the different terrains laid out in the area, which trying to replicate by implementing as a seperate tileset would be an incredibly impractical exercise.
               
               

               
            

Legacy_Ukiah

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Wild Woods tileset
« Reply #127 on: September 11, 2010, 11:25:02 pm »


               

_six wrote...

I think my ultimate intent for the elven treehouse is to make a new crosser terrain based upon it consisting of a series of tree-supported towers held upright by rope bridges. The real problem in creating such is finding a logical way to block off the ground walkmesh below the bridges - perhaps using conveniently placed rocks or thicket is indeed the best answer. Cliffs paintable next to water is going to be the bulk of the v0.7 update too, so no worries on that front.

I also forgot to mention, this update also contains loadscreens. So if you're using anything else with custom loadscreens you might wish to combine the .2da files or put my hak at the top of the hak list to avoid conflicts.


Ok, no worries. Tileset is perfect right now '<img'>

Thicket or rocks... I think dense thicket could be better than rocks because it will be more integrated in a forest. If u want to map it with rocks, CEP and standard palette has a lot of them, even huge mountains.

To paint big bushes is more difficult. If u decide to put thicket down the treehouses, u could copy them to delimit the areas *Shrek's cat face* ^^
               
               

               
            

Legacy_Shadooow

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« Reply #128 on: September 11, 2010, 11:48:49 pm »


               Oh and _six, those loadscreens in Wild Woods are perfect, definitely worth fact that builder must mess with loadscreens.2da
               
               

               
            

Legacy_Khuzadrepa

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« Reply #129 on: September 12, 2010, 02:14:51 pm »


               This is just getting better and better, Sixes!  It's like you are reading my mind with these terrains and features... AWESOME stuff!!
               
               

               
            

Legacy__six

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« Reply #130 on: September 13, 2010, 10:11:04 pm »


               

ShaDoOoW wrote...

Oh and _six, those loadscreens in Wild Woods are perfect, definitely worth fact that builder must mess with loadscreens.2da

Why, thankyou. I was a little hesitant to add them at first, considering the 2da issue (you may notice from the way I build around existing doors, for instance, that I generally go to any lengths to avoid any incompatibilites with my tilesets) so I'm glad you think so ':wizard:'
               
               

               
            

Legacy_Khuzadrepa

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Wild Woods tileset
« Reply #131 on: September 14, 2010, 06:30:23 am »


               Well, the loadscreens.2da is much easier to hak around than the doortypes, since for doors you have those .set references to deal with, too.

I think your inclusion of loadscreens is a good thing. I also think your use of existing doors is great. '<img'>
               
               

               
            

Legacy_Kendaric Varkellen

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Wild Woods tileset
« Reply #132 on: September 16, 2010, 01:01:13 am »


               

_six wrote...

Fester Pot wrote...

Why not make [the elven treehouses] a separate tileset above the trees rather than trying to work around the ground walkmesh issues you'll face?


Thats one idea, which I'll have to investigate further. There are advantages to implementing them in the same tileset - such as the grand vistas you can often create looking out over the different terrains laid out in the area, which trying to replicate by implementing as a seperate tileset would be an incredibly impractical exercise.


I think keeping the elven as part of the wild woods set is the best approach. Implementing a suitable crosser terrain and a few more variations of the tree platforms (perhaps a larger one) could probably convey the feeling of an elven settlement in the trees.

Some other features/groups that would be great to have:

Fallen tree "bridge" across water
Longhouse (to complement the roundhouse)
Cave entrance for the cliffs

Some "nice to have" options:

Ability to place cliffs next to raised terrain
Ability to place water next to lowered terrain (waterfall)
ability to place water next to chasm terrain (waterfall again)
Support for roads on the meadows terrain

It's a pretty flexible set already but more flexibility never hurts '<img'>
               
               

               
            

Legacy_Builder_Anthony

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« Reply #133 on: September 22, 2010, 01:08:00 am »


               Jenna i was once a non hak user worried about playefrs being lazy.But once i added haks i got the same players i had back in a short few days.......Theres alot of haks out there that can make your place cool.......holding back to me is a thing of the past and i can say its been great haveing new monsters and tilesets to work with.Just gota take the jump.....You could even try hosting two severs at once......one with haks and one with out.
               
               

               
            

Legacy__six

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Wild Woods tileset
« Reply #134 on: September 26, 2010, 12:39:10 pm »


               By a cruel twist of fate, when I started working on the next update for Wild Woods yesterday, I ended up making this.

http://nwn1cc.com/six/_dumpit/desert2

I'll take it more seriously, next time, I promise...
               
               

               


                     Modifié par _six, 26 septembre 2010 - 11:39 .