Author Topic: Wild Woods tileset  (Read 15076 times)

Legacy__six

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Wild Woods tileset
« Reply #45 on: July 26, 2010, 09:40:24 am »


               

Tarot Redhand wrote...

Don't know how long it's been up there but I've just downloaded .4 from the vault.

Yay! Someone noticed!

Heh, it's actually been up since about twenty minutes after I said I was about to put it up 'B)' And thank you very much, I think the tileset as a whole is really starting to take shape now. The difficult bit now is going to be adding more terrains, as the more you have the exponentially more work it takes to add further ones. I'm undecided as to whether to tackle raise/lower or water first, as whichever one I add will double the amount of work needed for the 2nd one.
               
               

               
            

Legacy_Tarot Redhand

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Wild Woods tileset
« Reply #46 on: July 26, 2010, 10:42:48 am »


               Just to let you know that I found a little prob that is not of your making. If you run nwshader you may want to disable it for this tileset. When I tried wild woods with nwshader installed there was more fog than a Victorian London peasouper. I've let peachy know.

On the plus side just when did you sneak that new mine entrance in there. Nice '<img'>.

My take on the raise/lower vs water is to do the one that would take the most work, even without the other, first.

TR
               
               

               


                     Modifié par Tarot Redhand, 26 juillet 2010 - 09:44 .
                     
                  


            

Legacy_MissJaded

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« Reply #47 on: July 26, 2010, 11:09:09 pm »


               

_six wrote...

http://nwn1cc.com/si...it/woodsingame6



Absolutely wonderful! Superb indeed!
Keep up the good work Six!'<img'>
               
               

               
            

Legacy_Tren of Twilight Tower

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« Reply #48 on: July 27, 2010, 04:32:26 am »


               Sir, your work is exquisite!



Tren
               
               

               
            

Legacy__six

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Wild Woods tileset
« Reply #49 on: July 27, 2010, 07:51:56 am »


               

Tarot Redhand wrote...

Just to let you know that I found a little prob that is not of your making. If you run nwshader you may want to disable it for this tileset. When I tried wild woods with nwshader installed there was more fog than a Victorian London peasouper. I've let peachy know.

Interesting, I have NWShader attached pretty much permanently and though a few things like depth of field are suddenly not working for me anymore in the latest update, I've never experienced the bug you're describing. You should make sure your fog mutliplier is set to 1.0 or above in NWShader, as anything below 1.0 will decrease fog cutoff distance.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #50 on: July 27, 2010, 11:52:26 am »


               In order not make duplicate posts in 2 different threads here is a link to the nwshader forum where I have made a post containing a link to a web page that I made that illustrates what I was talking about.



TR
               
               

               
            

Legacy_AndarianTD

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« Reply #51 on: July 27, 2010, 06:57:29 pm »


               I finally had some time to load this tileset and build a test area to check it out. Words fail me. Not only does it look fantastic in its own right, but I've got at least two areas that it would be absolutely perfect for. I'm definitely going to add it to the cc list for Sanctum of the Archmage 3. '<img'>
               
               

               


                     Modifié par AndarianTD, 27 juillet 2010 - 05:58 .
                     
                  


            

Legacy__six

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« Reply #52 on: July 27, 2010, 08:07:20 pm »


               

AndarianTD wrote...

but I've got at least two areas that it would be absolutely perfect for. I'm definitely going to add it to the cc list for Sanctum of the Archmage 3. '<img'>

That would be awesome ':wub:' Don't forget to ask if there's anything specific you'd need that isn't provided for (the same applies to everyone else too). I can't guarantee to get requests in but hopefully I've evidenced by now that I'll certainly consider them!
               
               

               
            

Legacy_QNecron

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« Reply #53 on: July 28, 2010, 09:42:55 pm »


               

Don't forget to ask if there's anything specific you'd need that isn't provided for (the same applies to everyone else too). I can't guarantee to get requests in but hopefully I've evidenced by now that I'll certainly consider them!


Do you have any plans for tree houses? Something along the lines of a small hut in a tree with a spiral staircase going to it.



Also ruins (elven, human, w/e) would be kind of cool. A lot of settings could use ruins for ancient forests.
               
               

               
            

Legacy_Fester Pot

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« Reply #54 on: July 28, 2010, 10:12:31 pm »


               More ruins are required.
               
               

               
            

Legacy_QNecron

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« Reply #55 on: July 28, 2010, 10:25:25 pm »


               Oh yeah, though this may be to much, but a tree that looks magical. Something you could easily tie a nymph or any magical thing to it at first glance. 

Though I don't know if that would be better as a placeable or as a tile decoration.
               
               

               


                     Modifié par QNecron, 28 juillet 2010 - 09:26 .
                     
                  


            

Legacy_Tarot Redhand

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« Reply #56 on: July 29, 2010, 12:10:59 am »


               I really like the rope bridges. Would it be possible to have a broken one with the ropes hanging down? If you go with this it might save you some work if you were to make it a placeable rather than a whole tile.



TR
               
               

               
            

Legacy__six

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« Reply #57 on: July 30, 2010, 04:30:05 pm »


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

Got some initial work on raise/lower hills done. All the basic raises on the Woods terrain are done, the next task is to make the hills placeable against cliffsides etc. It's actually quite difficult to build with the raise/lower - partly because the slope is so smoothly and alinearly implemented compared to other tilesets, and partly because the details scattered around really kinda hide the fact that they are tiles. Hopefully that means they'll look great in action, but they may be quite intimidating to use for anyone building with the set for the first time (although, raise/lower as a whole is purely a visual feature anyway).
               
               

               


                     Modifié par _six, 30 juillet 2010 - 03:31 .
                     
                  


            

Legacy_QNecron

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« Reply #58 on: July 30, 2010, 05:36:22 pm »


               Very nice 6!
               
               

               
            

Legacy_Jenna WSI

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« Reply #59 on: July 30, 2010, 06:45:48 pm »


               This is absolutely stunning.



What's the chance of it being added to CEP? Our server only uses that hak as it's the most standard.... but gods I'd love to build with this.