Author Topic: Wild Woods tileset  (Read 15088 times)

Legacy_Tarot Redhand

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Wild Woods tileset
« Reply #210 on: November 24, 2010, 11:57:42 pm »


               Now that the GOG contest is over, I might be able to take more interest again. Nice windmill. Love the way you've done it in stone. Must 'ave reet powerful winds up thar. ('^_^')



TR
               
               

               
            

Legacy__six

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« Reply #211 on: November 25, 2010, 12:34:53 am »


               http://nwn1cc.com/si.../woodswatermill
               
               

               
            

Legacy_Tarot Redhand

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« Reply #212 on: November 25, 2010, 01:33:04 am »


               Sweet. Is it animated?



TR
               
               

               
            

Legacy__six

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« Reply #213 on: November 25, 2010, 05:54:41 pm »


               Yes. May need to do some messing around with emitters for the water though.
               
               

               
            

Legacy_Pstemarie

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« Reply #214 on: November 25, 2010, 06:46:49 pm »


               Damn that's good '<img'>
               
               

               
            

Legacy_Fester Pot

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« Reply #215 on: November 25, 2010, 07:31:14 pm »


               Looking great six!



Another suggestion for the Wild Woods Tileset.



When you create a blank area, it's filled all over with trees which is great. A forest ready to work with. But when you raise the terrain, the trees no longer appear on the hilly portion. My request is that they do remain.



Cycling through the forest tile will put trees on the lower grade of the hill but not on top.



So if you have a diagonal raise terrain, it's bare all on top. I could post a screen if required.



FP!
               
               

               
            

Legacy_Tarot Redhand

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Wild Woods tileset
« Reply #216 on: December 09, 2010, 11:07:19 am »


               I went back and had a look at my wildwoods test module and realised that there were a couple of things that I think would improve it even more. I noticed all the trees seem to be much the same circumference. A few larger trees would certainly add to it. Along the same lines, how about a 2 x 1 group of a large tree with the remains of a huge broken branch at its base.

My other suggestion might be easier as I think it would only involve (I think) some retexturing. Its all very green(ish) at the moment. How about some dead (cursed/spell-blasted/just plain dead/magically dead) areas with brown(ish) leaves.

One final thing. Why not include a quick little test module to showcase how you think it could be used. I only suggest this as PHOD recently did so for thier latest release.

Anyway, these are just suggestions with the aim of trying to help you enhance an already superb tileset. If they don't fit in with your vision of what it should be, just ignore them.

TR
               
               

               


                     Modifié par Tarot Redhand, 09 décembre 2010 - 11:11 .
                     
                  


            

Legacy__six

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« Reply #217 on: December 09, 2010, 05:36:50 pm »


               Good ideas, all. Hate to say it but I haven't so much as touched this (or much for NWN, really) since the last post, so I'm counting on my coming weeks away from university to get a release out. I mean, I'm supposed to be doing assignments during them but I've got at least one all but done already so I think I can sneak some time '<img'>
               
               

               
            

Legacy_Calvinthesneak

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« Reply #218 on: December 10, 2010, 03:40:46 am »


               Slave drivers.  My last exam is the 15th and then two blissfull weeks of nothing at all... Save NWN scripting projects
               
               

               
            

Legacy_Drewskie

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« Reply #219 on: December 21, 2010, 01:03:03 am »


               Some features for the manor... a tower, balcony, gate.  If you have manor terrain on four sides a cobbled court with a gargoyle fountain linking them together.  The manor is extremely cool looking.
               
               

               
            

Legacy_Eradrain

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« Reply #220 on: December 21, 2010, 05:40:47 am »


               

Drewskie wrote...

If you have manor terrain on four sides a cobbled court with a gargoyle fountain linking them together.  The manor is extremely cool looking.


Oh my god this.
               
               

               
            

Legacy__six

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« Reply #221 on: December 21, 2010, 10:13:17 am »


               Thats it, make life harder '<img'> I may have to look into adding a stone courtyard terrain, then. Adding it as a feature/group is liable to considerably more work, and a single tile probably isn't going to give anything like enough space for it.
               
               

               
            

Legacy_AndarianTD

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« Reply #222 on: December 21, 2010, 12:37:53 pm »


               Just a quick note that my work with this tileset got delayed by a few other things temporarily. I finally did get started, and should be building at least two areas with it starting this week. Hopefully I'll have more feedback shortly.

In the meantime I just want to say how useful the manor is, and in particular the fact that the roof is walkable. In Sanctum 3 one of the travel options is to fly (either by wind-walking, or riding pegasi) to various destinations. One is a large country inn in a heavily wooded area along a main road, which the manor tiles worked perfectly for -- and also allowed me to use the roof as a landing area for flying travelers. Cool, and no wasted space. '<img'>

Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?
               
               

               


                     Modifié par AndarianTD, 21 décembre 2010 - 12:41 .
                     
                  


            

Legacy_Fester Pot

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Wild Woods tileset
« Reply #223 on: December 21, 2010, 02:24:06 pm »


               

AndarianTD wrote...
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?


- dark and gloomy, especially with rain makes one hope for an inn just over the next hill.

- sharp colors coming through the wood adds a nice depth to the tileset.

EDIT: UG! Six my good man! This is bigger than any new tile added to this wonderful tileset! NO MAIN LIGHT 1 or 2 for TILE PROPERTIES!

FP!
               
               

               


                     Modifié par Fester Pot, 21 décembre 2010 - 02:36 .
                     
                  


            

Legacy_AndarianTD

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Wild Woods tileset
« Reply #224 on: December 21, 2010, 03:09:06 pm »


               

Fester Pot wrote...

AndarianTD wrote...
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?


- dark and gloomy, especially with rain makes one hope for an inn just over the next hill.

- sharp colors coming through the wood adds a nice depth to the tileset.


FP, thanks! The first will probably work better for the western moors (using Wildlands), but I think I can use both of them. But you only posted links to the screenshots, and I can't tell what hak or Vault entry they came from. Could I trouble you for links to those too?