Author Topic: RELEASE of a forest tale  (Read 1418 times)

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
RELEASE of a forest tale
« on: July 14, 2012, 12:49:52 am »


               So I did it. First version is like to be expected not realy large in scope. But exactly what i was showing here and I´m a bit proud of myself i have to admit:D.  So enjoy it so far and throw some feedback and/ or ideas at me now that you can check it out for yourself. The nwvault link will be added here when it´s up!

'Posted

http://social.biowar...ect/8425/#files

NOTE:
The dragonfly placeables will come tomorow. I´m too tired now and need some break:)
               
               

               
            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #1 on: July 14, 2012, 03:29:22 am »


               I probably shouldn't complain about this here... but why does everyone now insist on using the same prefix for their haks as me? I only chose the ~ character at the time because nobody else was. I'm not reserving it or anything, I just find it odd, especially since the first one to do so was worms, who had been identifying all his tilesets up to that point with his own unique prefix. Net result, I had more difficulty finding his later releases in the toolset.

The tileset is great, though. The slopes up the raise/lower in particular are very nicely done, possibly the best I've seen, although I think they should perhaps be a feature to make it easier to block off areas of the map for builders. Wondering if you'd consider going to 1024x1024 on the main floor texture...
               
               

               


                     Modifié par _six, 14 juillet 2012 - 05:05 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #2 on: July 14, 2012, 03:34:21 am »


               Congrats, downloaded and put to use in my module - although now I have to redesign the area...
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #3 on: July 14, 2012, 03:38:56 am »


               I envy you guys. I really want to play with this new toy, but I am stuck here finishing construction documents....
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #4 on: July 14, 2012, 06:23:02 am »


               Took a look via the demo module.  This is the start of a very nice forest tileset, different feel than others.
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #5 on: July 14, 2012, 03:19:47 pm »


               I updated the cornertile a01_01 with fixed walkmesh, forestfloor verts and added some trees and undergrowth. And how can i update a file w/o deleting the old one?
               
               

               
            

Legacy_Failed.Bard

  • Hero Member
  • *****
  • Posts: 1409
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #6 on: July 14, 2012, 03:25:02 pm »


               Does the Bioware site support versioning?  That's one of the reasons I link so many things back to a google docs page.  I can update something without having to change any links, and I can store the old version still if I want.
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #7 on: July 14, 2012, 06:13:38 pm »


               I havent seen any info how to update a specific file. And now I got 2 separate files with just one changed tile lol!

Once the vault entry is approved that´s the place to go for the hakpak;)
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #8 on: July 14, 2012, 06:25:59 pm »


               Baba I tested the module and Im in love with this tileset! there is is an issue with the raised 0101 tile that shows the placeholder tile from bioware tileset, as well as a dragon skeleton group and the wall crosser.... by the way textures are amazing, the raised ground beautiful... absolute atmosphere! I wish you add a sidecrosser for smoothing raise lower tiles giving builders a chance to go for hills!
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #9 on: July 14, 2012, 07:13:33 pm »


               I wasn't as much excited from screenshots, but ingame demonstration convinced me, its really great tileset. The raise/lower platforms looks similar to gothic3, very nicely done. The ground is also great, fallen trunks and more or less raised/lower terrain, and it doesnt obstruct the path in most cases. In some cases using mouse, the game couldn't find the path after clicking from next to ramp downstairs but thats not much issue.

Some trees still dont fade out entirely, I suppose its unfinished yet, even that the leaf does and leaf is higher anyway so it doesn't block the view. Yet if you would managed to fade also trunk, i would raised my vote to 10 '<img'>.

Also there is a quite big problem for me that the tiles are somewhat high, guess its needed as some tiles lowers the terrain? Well its a bit hard to find to target specific tile in toolset as naither grid neither target 3D cube model could be seen as it appear under the tile. Its not crucial but if it can be somehow fixed that would be really great.

Noticed that some trees does block the line of sight, some not althought same diameter. It would be good to unite this so player would know where to hide. Also noticed there are missing edge tiles, but since this 1.0 release its understandable.
               
               

               


                     Modifié par ShaDoOoW, 14 juillet 2012 - 06:13 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #10 on: July 14, 2012, 07:14:20 pm »


               @sen
A basic hill crosser with 1 tile for each side will be added before the V2 release. It´s much easier to do a simple hill as a rockledge that looks good. And the placeholders yeah, forget about them just for now:D 0101 tile is on todo list together with edge tiles and minimaps;)  

@ShadoOow
Tilefade ingame completely kills the immersion for me so I let it as it is for now. The raised floorterrain is because of shadows. There are things planed where I need to have shadows below the average floor. Think about a later added river or deeper kind of pitpath and the shadows abruptly stops... The walkmeshs will be fixed for sure:) Pathfinding is something we have to live with:D

Thanks again so far for the feedback:)
               
               

               


                     Modifié par NWN_baba yaga, 14 juillet 2012 - 06:22 .
                     
                  


            

Legacy_Failed.Bard

  • Hero Member
  • *****
  • Posts: 1409
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #11 on: July 14, 2012, 07:23:03 pm »


               I don't know the tile number for it, but this raised rocky one is very slightly misaligned.
'Posted 
Hopefully scaled down here you can still see the line where the gap is.

Edit:  Is this the 0101 tile you already mentioned?

Edit again: It might not actually be that rock tile itself that's doing it, but the riser beside it, which looks to be the a01_01 tile you already know about.
So...  ':pinched:'   very nice tileset *nod nod*
               
               

               


                     Modifié par Failed.Bard, 14 juillet 2012 - 06:42 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #12 on: July 14, 2012, 07:26:18 pm »


               It´s "mb012_a01_01" a corner tile. Have fixed that already. I think it is in the other file I uploaded here. Thanks to you:)

The tile sen mentioned is a connection between 2 raised terrain regions.

And let the bugreports coming in so I can upload/ update a hotfix version to the vault then by tomorow already. Realy appreciated '<img'>
               
               

               


                     Modifié par NWN_baba yaga, 14 juillet 2012 - 06:29 .
                     
                  


            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #13 on: July 14, 2012, 07:36:43 pm »


               @Baba - Wow!  That's very nice work.  IMO, it looks ever nicer than in the screen shots.  Your raise/lower is exceptionally natural looking.  Couple of minor problems with tiles like the dragon skeleton and if you lower all the way down there's a funky tile at the bottom.  Very lovely effect, though.  Very natural. 

@_six - The tilde is just a convenient character that pops something to the top of the list. (?)
               
               

               


                     Modifié par OldTimeRadio, 14 juillet 2012 - 06:36 .
                     
                  


            

Legacy_Failed.Bard

  • Hero Member
  • *****
  • Posts: 1409
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #14 on: July 14, 2012, 07:45:18 pm »


               Is the other file still marked as private?  I just checked the project page for it and only saw the one.