Author Topic: Wild Woods tileset  (Read 15073 times)

Legacy_Failed.Bard

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Wild Woods tileset
« Reply #300 on: July 07, 2012, 03:08:32 am »


               

usagreco66kg wrote...

Rolo: It would be as easy as putting the textures into different files, and simply rotating the load order...

Using made up names for files, if your load order was

autumn.hak
spring.hak
summer.hak
winter.hak
~wildwoods.hak

one could re-order them and put the winter.hak file to the top in the builders module, and the areas built with Autumn textures will re-texture to winter.


  For the linux nwnx_haks users, they could have full override terrains as well as textures in the seasonal haks, and could just "hide" the ones not being used that season.  That would allow the hak order to stay constant in the build mod, but still allow for the seasonal rotation.

  Sadly, still not available for windows nwnx users that I know of, and there's no vanilla way to handle that hak "hiding" via scripting.
               
               

               
            

Legacy__six

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Wild Woods tileset
« Reply #301 on: July 08, 2012, 06:41:53 am »


               *wrings hands*

Tile lights now present and correct on 240 tiles. That was a pain in the never you mind.
               
               

               
            

Legacy__six

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« Reply #302 on: July 11, 2012, 11:36:22 pm »


               'Posted
               
               

               
            

Legacy_gutwrench66kg

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« Reply #303 on: July 11, 2012, 11:47:00 pm »


               ...castle? Yes please!
               
               

               
            

Legacy_henesua

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« Reply #304 on: July 12, 2012, 12:15:43 am »


               An intact castle is cool... but I like ruins in my wilderness! '<img'>

Beautiful work, six.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #305 on: July 12, 2012, 12:49:38 am »


               Nice!
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #306 on: July 12, 2012, 05:20:35 am »


               Lovely work _six '<img'>
               
               

               
            

Legacy_Zwerkules

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« Reply #307 on: July 12, 2012, 03:55:00 pm »


               Very nice!
               
               

               
            

Legacy_s e n

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« Reply #308 on: July 12, 2012, 07:58:11 pm »


               indeed '<img'>
               
               

               
            

Legacy_Bard Simpson

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« Reply #309 on: July 13, 2012, 12:37:07 am »


               As everyone keeps saying, you are a true artist, six. Please keep up the fantastic work.
               
               

               
            

Legacy__six

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« Reply #310 on: July 13, 2012, 09:28:33 am »


               Someone asked for a fenced courtyard for the manor...

'Posted
               
               

               
            

Legacy_Carcerian

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« Reply #311 on: July 13, 2012, 09:30:18 am »


               Lovely!
               
               

               
            

Legacy_s e n

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« Reply #312 on: July 13, 2012, 10:05:29 am »


               looks good! Six: what do you think of making a few tile variations for the manor terrain, to allow roof access (good to place nasty brigands just shooting the adventurers from top)
               
               

               
            

Legacy__six

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« Reply #313 on: July 13, 2012, 12:03:48 pm »


               There's already a door access to the roof in the previous release. I'm not sure it'd be reasonable to add any more direct access, stairs from the ground to the roof don't really sound a good idea.

Edit: here's some reworked water terrain. Waterfalls are on the list.
'Posted
               
               

               


                     Modifié par _six, 13 juillet 2012 - 12:39 .
                     
                  


            

Legacy_OldTimeRadio

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« Reply #314 on: July 13, 2012, 02:20:14 pm »


               Incredible work, very tight.  The castle and manor- did you do those in Editable Poly originally or were they Editable Mesh from the start?