Author Topic: Wild Woods tileset  (Read 15095 times)

Legacy_Drewskie

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Wild Woods tileset
« Reply #165 on: October 22, 2010, 12:16:21 am »


               

Pstemarie wrote...

Add wildlands to Q then you don't have to decide between the two '<img'>


Exactly what I was going to say.  It would likely spike the popularity of both Q and the tileset.  Personllay, I've never understood why a team including(or that did include) six, worm, and maxam would not be more aggressive in the tileset department. 
               
               

               
            

Legacy_Calvinthesneak

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« Reply #166 on: October 22, 2010, 02:01:22 am »


               Probably cause of size factor.  Tilesets can in a huge hurry make a compilation much much larger which in turn will scare a lot of folk off especially if they're doing custom tilesets of their own choosing anyhow.
               
               

               
            

Legacy__six

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« Reply #167 on: October 22, 2010, 08:33:49 am »


               I can't speak for anyone else in Q but my attitude towards my tiles and Q has always been "they can go in when they're done". Unfortuantely I never seem to be able to call them "done" '<img'>

Although presently you do get my ship interior and Tom_Banjo's cellar, the former of which is unique to the project methinks, and there's more to come on similar fronts (some of which looks very exciting).

As for filesize, it depends how you make them. Not to slight worms in any way (the original haunted interior for instance is one of my very favourite tilesets in NWN) but it's perfectly possible to make a set the size of say, Seasonal Forest, without using anything remotely close to the file sizes. It's mostly in how you use textures and what you can get away with through clever mapping to avoid using extra textures - tile models themselves are typically pretty small files no matter how high poly they are, as long as you make sure to weld all those pesky mapping coordinates. Back when I first started working on Catacombs I somehow managed to create a model that was 40mb (w-t-f) and got it down to 150kb just by welding its crazy amount of tverts.

I think Wild Woods should be about 10mb compressed at most when its complete. I mean, the next update is less than 6mb.
               
               

               


                     Modifié par _six, 22 octobre 2010 - 07:44 .
                     
                  


            

Legacy_Tarot Redhand

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« Reply #168 on: October 22, 2010, 09:50:55 am »


               Quote -> I mean, the next update is less than 6mb.



Does this mean it's almost ready?



TR
               
               

               
            

Legacy__six

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« Reply #169 on: October 22, 2010, 04:45:21 pm »


               

Tarot Redhand wrote...

Does this mean it's almost ready?


Well it's the 22nd so I think we're close...
               
               

               
            

Legacy_Kendaric Varkellen

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« Reply #170 on: October 22, 2010, 09:07:20 pm »


               

_six wrote...

Tarot Redhand wrote...

Does this mean it's almost ready?


Well it's the 22nd so I think we're close...


Stop teasing us six '<img'>

Seriously though, Wild Woods (along with your other tileset work) is simply amazing. It's stuff like this that keeps me returning to NWN over and over again, something no other game and community has managed so far.
               
               

               
            

Legacy__six

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« Reply #171 on: October 22, 2010, 10:36:57 pm »


               

Kendaric Varkellen wrote...

Stop teasing us six '<img'>

OK! Well here's the deal anyway...

After much delay and messing around (and this pesky thing called university) I'm about to release version 0.7 of Wild Woods. It adds several new things - a new path-blocking Thicket terrain as requested about a bazillion times, compatibility of Cliffs against Water, and a couple of new tilegroups such as a slightly gothic looking Chapel, the tree bridge over Water and smaller ruined buildings.

Oh yeah, I also threw a big old creepy Manor terrain in, complete with a walkable roof (with door access).

Given the season I've decided to break with my usual tradition and release it a week before halloween. So if, just supposing, anyone had in mind something festive for their PW or a module, they'd have a shiny new goodie to use and time to work with it in - especially in combination with Worms' haunted interior. So, uh, somebody better get busy so I don't look silly.

':wizard:'
               
               

               


                     Modifié par _six, 24 octobre 2010 - 03:23 .
                     
                  


            

Legacy_Tarot Redhand

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« Reply #172 on: October 23, 2010, 09:50:07 am »


               Don't forget to change your sig _Six, when it's available on the vault :happy:.

TR
               
               

               
            

Legacy_ElgarL

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« Reply #173 on: October 23, 2010, 12:23:54 pm »


               I'm too busy with my project at the moment, but be sure I'm watching this tileset closely. No time to play at the moment, but once it's close to finished I'll be sure to grab and have a play.
               
               

               
            

Legacy_lordofworms

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« Reply #174 on: October 23, 2010, 02:10:22 pm »


               I am actually waitin six for this release for a in game halloween party. I have the interiors all set but when I saw the castletype terrain you incorporated recently, well I am just waitin for this release to make it an official part of Arbor Falls PW.

               
               

               
            

Legacy_Ukiah

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« Reply #175 on: October 23, 2010, 03:45:15 pm »


               Great!!
               
               

               
            

Legacy__six

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« Reply #176 on: October 24, 2010, 12:49:50 am »


               Awesum.
               
               

               
            

Legacy__six

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« Reply #177 on: October 24, 2010, 04:25:49 am »


               Wild Woods v0.7 released!



Check it out on the vault or download here




http://nwn1cc.com/six/_dumpit/woodsv07
               
               

               
            

Legacy_AndarianTD

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« Reply #178 on: October 24, 2010, 04:28:04 am »


               

_six wrote...

Also, am I detecting a declining interest in this tileset lately, or is that just with NWN in general? I'm currently effectively running project Q and if people aren't too bothered about Wild Woods updates, then I may think about spending my Wild Woods time over there too.


No, there's no declining interest in the tileset on my end. I've just been caught up with other things for a while. I'm planning to build the areas for Sanctum 3 using Wild Woods next month, so expect the possibility of a barrage of feedback from me then. '<img'>

Needless to say, the WIP in the meantime looks absolutely awesome.
               
               

               
            

Legacy_AndarianTD

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« Reply #179 on: October 24, 2010, 04:36:48 am »


               

lordofworms wrote...

I dont think its died down, but rather secretely gathering energy. I say this because I know myself and others have really seemed to explode with ideas and concepts and have been dutifully making things.


I'm kind of inclined to agree with this. It's difficult sometimes to manage my time between work and "real life," but my focus on NWN building hasn't wavered. It's getting done, but I'd guess that we all have upped our expectations and are working on more ambitious projects than in the past. And that just takes more time and focus.