Author Topic: Wild Woods tileset  (Read 15065 times)

Legacy_NWN_baba yaga

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Wild Woods tileset
« Reply #315 on: July 13, 2012, 02:20:52 pm »


               Realy beautifull _six. And expanding wildwoods is realy appreciated! I´m gonna use it for my deciduous wood areas almost completely. So the castle terrain was a more then welcome addition too. Keep it up, it´s realy my alternate tileset for bioware´s forest.
               
               

               
            

Legacy__six

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« Reply #316 on: July 13, 2012, 02:33:28 pm »


               

OldTimeRadio wrote...

The castle and manor- did you do those in Editable Poly originally or were they Editable Mesh from the start?

I tend to work exclusively in Editable Mesh, partly just 'cos I'm used to the old school painting of individual polygons. That said, the nature of working with tiles is that a large amount of the work ends up being patching up holes between different terrains, and drawing in faces and moving verts around manually, so a very lo-fi approach suits it well. With any one terrain I generally build up a single 'template' model either by warping an existing mesh (eg to create the sloped water edges, no need to do any complex modelling there), or by box modelling out an architectural feature. The castle started off with just the round corner tower, everything else has just been hammered out of pieces of that, selecting and cloneing regions and linking them together with carefully placed triangles. Here and there there are new models, like the edgeing work above the gate or the stair-door things.

A common trick I do is to model something like a window the opposite way around as a contained box, then flip the faces, delete a wall section, and manually connect it into the wall by creating polys. For complex surfaces I'll use a boolean, but I try to avoid those as they're somewhat hit and miss.

On the other hand, a more conventional modelling approach works better for tilegroups, special features, or of course creatures and props.

[ end of over-long explanation ]

Thanks all, anyway!
               
               

               


                     Modifié par _six, 13 juillet 2012 - 01:35 .
                     
                  


            

Legacy_s e n

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« Reply #317 on: July 13, 2012, 08:10:17 pm »


               im in love with booleans '<img'>
               
               

               
            

Legacy__six

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« Reply #318 on: July 14, 2012, 11:04:05 am »


               'Posted
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #319 on: July 14, 2012, 11:10:23 am »


               You make my day complete:D
               
               

               
            

Legacy_KlatchainCoffee

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« Reply #320 on: July 14, 2012, 12:00:48 pm »


               Now eager to poke holes in the greatness of the new stuff for the tileset, but there is something semi-incompatible with snow in a forest in the last picture...

Otherwise the builder in me is already thinking 'What stories can I spin to include all this?"  '<img'>

A random idea for a feature of any forest tileset: a set of not-too-distinct ruins through which trees have grown with time.

Also, some of the tileset trees as placables, to make transitions from adjacent areas made from other tilesets more smooth, would be appreciated very much.

Some other randoms:
- A set of small  'climable'  ledges on a cliff wall,
- a large tree 'hugging' or growing into/out of an ancient stone wall,
- features which are large trees with large-ish holes in them (animation loop = a set of glowing eyes appearing in the hole - different types of animation loops = different typs of eyes;
- bog/quicksand effect - a tile in which you 'sink' into the bog and are slowed down to extreme, outwardly looks _almost_ the same as another bog tile you can easily wade through (I do realise this last may be more 'scripting' then CC per se).

               
               

               


                     Modifié par KlatchainCoffee, 14 juillet 2012 - 11:23 .
                     
                  


            

Legacy__six

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« Reply #321 on: July 14, 2012, 01:42:42 pm »


               I know what you mean on the snow, but somehow not having snow in the winter version just felt... disappointing.
               
               

               
            

Legacy_henesua

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« Reply #322 on: July 14, 2012, 04:33:13 pm »


               Six,
Looking great. I know what they are talking about with regards to the level of snow in a broadleafed forest, but I wouldn't sweat it. This however begs the question: How is the winter version working? Is this a separate tileset? Or are you doing the texture swap thing you told us about?

Klatchain, wildwoods has a ruined wall with a tree. But I am always for more ruins in this set. '<img'>

And... the bog quicksand effect is possible to do with scripting. I've done something like that. The PC doesn't sink, but slows down and suffers some penalties while in the bog. Easy to do.
               
               

               
            

Legacy_KlatchainCoffee

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« Reply #323 on: July 14, 2012, 06:33:10 pm »


               About the bog effect - I'd actually manipulate the walkmesh to go below ground level, while keeping water/bog at ground level  to give an effect that you were actually sinking, with movement slowed and eventually paralysed and a countdown to other possible adverse effects. Anyway, better stop, as about 100 other ideas are trying to jump out of my head that would certainly be off-topic here.
               
               

               
            

Legacy_Solena_Salafiel

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« Reply #324 on: July 15, 2012, 01:03:04 pm »


               Hi _six, I'm sorry if this has been asked before (maybe I missed it due to the number of pages), but would toolset areas created with v0.7 of Wildwoods tileset be compatible with future releases of the same? This would be helpful to know if remakes of current areas are necessary.

- Thanks from a very ardent fan of your work.
               
               

               


                     Modifié par Solena_Salafiel, 15 juillet 2012 - 12:03 .
                     
                  


            

Legacy__six

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« Reply #325 on: July 15, 2012, 06:02:32 pm »


               Yes. Everything will be backwards compatible (I wouldn't want to break my own areas).

'Posted
               
               

               


                     Modifié par _six, 15 juillet 2012 - 06:12 .
                     
                  


            

Legacy_henesua

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« Reply #326 on: July 17, 2012, 03:41:16 am »


               Nice screenie, six. The yellowing of the ground texture is subtle. Are you changing your textures for the default tiles, or is this an autumn alternate?
               
               

               
            

Legacy__six

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« Reply #327 on: July 17, 2012, 05:43:00 am »


               Alternative. Tho the autumn is just a couple of textures different from the standard.
               
               

               
            

Legacy_Solena_Salafiel

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« Reply #328 on: July 17, 2012, 09:10:56 am »


               Thank you _six. It's looking even more wonderful!
               
               

               
            

Legacy__six

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« Reply #329 on: July 31, 2012, 04:36:45 am »


               Watery raisey stuff.

'Posted