Author Topic: Wild Woods tileset  (Read 15081 times)

Legacy_DarkStormInc

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Wild Woods tileset
« Reply #90 on: August 22, 2010, 05:59:48 pm »


               The blue blobs look sooo out of place in this fantastic tileset.
               
               

               
            

Legacy__six

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Wild Woods tileset
« Reply #91 on: August 22, 2010, 06:16:43 pm »


               

DarkStormInc wrote...

The blue blobs look sooo out of place in this fantastic tileset.

Um, in case it isn't clear, those are area transitions (shown in toolset). In game they only show up when highlighted, like any cave or other area transition in the game.
               
               

               
            

Legacy__six

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« Reply #92 on: August 23, 2010, 01:23:27 am »


               http://nwn1cc.com/six/woodsy

Wild Woods version 0.5 released
Download  -  Vault Page

Additions in this update:
- Raise/lower for Woods terrain, with crosser support
- New stone Wall crosser
- New features including cave entrances and a Roundhouse
- Two new ruined castle tilegroups
               
               

               


                     Modifié par _six, 23 août 2010 - 12:28 .
                     
                  


            

Legacy_Guest_invisig0th_*

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Wild Woods tileset
« Reply #93 on: August 23, 2010, 04:33:40 pm »


               This looks really awesome, _six! I am seriously considering using this for the woods and village of Barovia. VERY atmospheric.

One question -- what are the three animations for the wall? I tried with them on and off, but couldn't see any difference.

I was also hoping that the smoke coming out of the cottages could be turned on/off using an animation checkbox, but that doesn't seem to be the case. Any plans for this?
               
               

               


                     Modifié par invisig0th, 23 août 2010 - 03:34 .
                     
                  


            

Legacy__six

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« Reply #94 on: August 24, 2010, 05:27:15 pm »


               

invisig0th wrote...

One question -- what are the three animations for the wall? I tried with them on and off, but couldn't see any difference.

Hmmn. I think that's basically a bug, as there shouldn't really be any. I'll remove them for the next update so people aren't confused by them.


I was also hoping that the smoke coming out of the cottages could be turned on/off using an animation checkbox, but that doesn't seem to be the case. Any plans for this?

That shouldn't be too hard to do, I don't think it really occurred to me to make them animated at the time. Again will get this done for the next update.

And thanks for the compliments!

On a slightly unrelated note - now that I've set out on working on the water terrain, would being able to place Cliffs next to water or Raise/Lower hills next to it be of greater priority to folks? I'd like to get at least one situation in for the next update, and slowly add further functionality to both the water and raise/lower once v0.6 is out.
               
               

               


                     Modifié par _six, 24 août 2010 - 04:28 .
                     
                  


            

Legacy_Guest_invisig0th_*

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Wild Woods tileset
« Reply #95 on: August 24, 2010, 06:46:03 pm »


               Regarding all the various terrains and crossers playing nice: you're already far above average on that front, so anything additional in that department is a pleasant bonus AFAIC. As for the two choices you mentioned above, I personally have no strong preference.



The things I would love to see more of are village buildings and ruins groups, continuing the theme established with the existing groups. Not quite enough buildings to make a real village yet, so I suspect you already have those on your TODO list.



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #96 on: August 24, 2010, 07:00:04 pm »


               Well, raised terrain vs cliffs, depends on how much time you want to spend.  Adding streams up to a cliff face, only requires 2 tiles, stream to base dead end, and stream to face with waterfall of some sort.  If you are talking about adding full water interface, well we both know that is more tiles.



Same could be said about streams on raised, but you are faced with a few extras, you need stream to base, dead end, stream on top, dead end, and a waterfall tile with streams on top and bottom, at minimum.  Again, adding full water interface, would require quite a bit more, as you have corners, full tile wide, half tile wide, etc... so the numbers go up quickly.
               
               

               
            

Legacy__six

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« Reply #97 on: August 24, 2010, 07:11:57 pm »


               

Bannor Bloodfist wrote...

Again, adding full water interface, would require quite a bit more, as you have corners, full tile wide, half tile wide, etc... so the numbers go up quickly.

Heh, tell me about it. I'm liable to skimp a bit on Streams, and only have them place along straight edges of the Water terrain for now, but they actually shouldn't be particularly difficult to make since the water hieghts are the same for both. With the Raise/Lower vs Cliffs issue, they basically would take the same number of tiles to implement, only requiring one more tile to enable a small waterfall for the raised terrain option. Hence why I'd like to only do one for now to avoid getting bored.
               
               

               
            

Legacy_Builder_Anthony

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« Reply #98 on: August 25, 2010, 01:24:57 am »


               I dont think streams are really important...if theres a way to just add a placeable water into some sort of dip in the map.Ill just place the water placeable myself if i find low spots in the map.Maybe just make some small dips in the landscape.
               
               

               
            

Legacy__six

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« Reply #99 on: August 25, 2010, 11:13:49 am »


               

Builder_Anthony wrote...

I dont think streams are really important...if theres a way to just add a placeable water into some sort of dip in the map.Ill just place the water placeable myself if i find low spots in the map.Maybe just make some small dips in the landscape.

Well, just because you'd rather water had trees growing out of it, bushes and grass at the bottom, no water footstep sounds or visual effects, no visible water bed, an inappropriate water texture and be walkable even at depths that shouldn't be, doesn't mean anyone else does. Besides, streams have been in since the first release and I've already finished most of the plain water tiles.
Ahem... Bit of a sore spot, that topic. Don't mind me. ':bandit:'

Edit: Speaking of which...
http://nwn1cc.com/si...pit/woodswater1
               
               

               


                     Modifié par _six, 25 août 2010 - 11:11 .
                     
                  


            

Legacy_Xialya

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Wild Woods tileset
« Reply #100 on: August 25, 2010, 12:24:56 pm »


               Awesome job '<img'>
Though more ruins would be a great addition I think. They just look like what I needed for my setting.

Speaking of that, I've encountered an issue while testing out the tileset; Walls don't seem to block the line of sight. I noticed that while exploring this tower and getting shot at by a Chaos Cultist hiding behind the wall. >_<
'Posted
               
               

               
            

Legacy_B_Harrison

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« Reply #101 on: August 25, 2010, 01:48:13 pm »


               Xialya, that screenshot pretty much sums up why I love NWN. An Ultramarine standing in a superior custom tileset's ruins...

I'm glad you aren't compromising on the streams, six. I've got to go and try this set out now.
               
               

               
            

Legacy_SuperFly_2000

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« Reply #102 on: August 25, 2010, 02:39:06 pm »


               Well...I'm not sure what an ultra-marine has to do with it...but this version of the tileset looks even better! (Judging from the screenshots)
               
               

               
            

Legacy_Guest_invisig0th_*

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« Reply #103 on: August 25, 2010, 04:03:06 pm »


               After that last screenshot, I'll change my vote. Raise/lower next to water would be useful, if you're inclined to add something along those lines.



Between the mist emitters and those water/bridge tiles, I suspect this could easily be used for somewhat swampy/boggy forested areas. Hmm...
               
               

               
            

Legacy__six

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« Reply #104 on: August 25, 2010, 06:35:18 pm »


               

invisig0th wrote...

After that last screenshot, I'll change my vote. Raise/lower next to water would be useful, if you're inclined to add something along those lines.

Between the mist emitters and those water/bridge tiles, I suspect this could easily be used for somewhat swampy/boggy forested areas. Hmm...

Actually, I think that when I add raise/lower I can also add the raised stone bridges from the Chasm terrain to the Water terrain too. FYI the wooden bridge is painted using the Road crosser across Water.