Author Topic: RELEASE of a forest tale  (Read 1443 times)

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #75 on: December 17, 2013, 08:08:55 pm »


               I enjoyed messing around with Baba Yaga's forest too when he released it. I'm curious, can you make the treeline edges scattered rather than in a line?

What sort of missing tiles are you adding outside of the river and roads? Will water be available, to create ponds or lakes?

Cave entrances? I think they're a must!

If it's possible, some variations in the standing degree of the trees. So some are standing tall as in your screenshot, while a few tile variations would also have some leaning to the sides, creating a network of trees. The odd dead tree in a mix of living ones would be a nice touch too.

Love the look already, great job!

FP!
               
               

               


                     Modifié par Fester Pot, 17 décembre 2013 - 08:09 .
                     
                  


            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #76 on: December 17, 2013, 09:50:59 pm »


               

Fester Pot wrote...

I enjoyed messing around with Baba Yaga's forest too when he released it. I'm curious, can you make the treeline edges scattered rather than in a line?


Edge tiles are all placed with the same orientation, not with random orientations like other tiles. There is no way to change that.

Fester Pot wrote...
What sort of missing tiles are you adding outside of the river and roads? Will water be available, to create ponds or lakes?

I don't have the time to add a water terrain, so you won't be able to create lakes, but I'll add a few pond features.

Fester Pot wrote...
Cave entrances? I think they're a must!

Yes, there will be caves...

Fester Pot wrote...
If it's possible, some variations in the standing degree of the trees. So some are standing tall as in your screenshot, while a few tile variations would also have some leaning to the sides, creating a network of trees. The odd dead tree in a mix of living ones would be a nice touch too.
FP!

There are already leaning and dead trees in Baba's tileset. My priority is to add more variations for the corner tiles of raised terrain and especially chasm terrain. Two variations for outer corners are not enough and there are no variations for the inner corners yet. The chasm terrain has one corner without a tree and one with a bent tree, so it becomes very obvious that there are no variations if all the trees on those corner tiles are bent.

The groups I need are a cave entrance and a cave behind a waterfall, trees with cobwebs, a (mage) tower, a house build into a tree trunk (not in the branches), some ruins and a hut.
               
               

               
            

Legacy_Master Jax

  • Hero Member
  • *****
  • Posts: 618
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #77 on: December 18, 2013, 06:50:19 am »


               Sounds like extensive work. I think you will end up with a tileset as big as the Medieval ones! Not that I am complaining, though! (^ ,^)
               
               

               


                     Modifié par Master Jax, 18 décembre 2013 - 06:50 .
                     
                  


            

Legacy_TheOneBlackRider

  • Hero Member
  • *****
  • Posts: 512
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #78 on: December 18, 2013, 01:34:21 pm »


               

Zwerkules wrote...

Fester Pot wrote...

I enjoyed messing around with Baba Yaga's forest too when he released it. I'm curious, can you make the treeline edges scattered rather than in a line?


Edge tiles are all placed with the same orientation, not with random orientations like other tiles. There is no way to change that.


Zwerk, great, that you maintain/enhance such a beautiful tileset!

Regarding alternative edges:
How about, if you add a new forest floor terrain, which could be just a copy of the default terrain, but then you could add an edge variation to the edge.2da (just like you taught me and that is, what I added to the "Separated Worm Seasonal" tilesets). I think, that is not too time consuming (as far as I remember).

2nd possibility:
The CEP forest added in the "DLA Edge Fix": It's a crosser which turns just one default tile into one with DLA-trees and creates an alternative edge. However, I don't know, how time consuming that would be.

An alternative tree edge gives so much more atmosphere and depth to a (forest) tileset (IMO).

And if you go for it, maybe a 3rd edge variation with just a flat (well, bumpy) edge tile would be nice too. It's a good way to create a tileset with half forest and half "out of the forest" without the treeless "out of the forest" part showing trees as an edge again.
               
               

               


                     Modifié par TheOneBlackRider, 18 décembre 2013 - 01:39 .
                     
                  


            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #79 on: December 18, 2013, 03:55:25 pm »


               None of this solves the problem that the edge tiles will have the same orientation. You might have two or three different edge tiles, but you'll still get lines of trees which look the same near the edge of the area as they look in the distance.
               
               

               
            

Legacy_Draygoth28

  • Hero Member
  • *****
  • Posts: 574
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #80 on: December 18, 2013, 09:09:57 pm »


               This is such a great tileset. I'm glad it's being worked on again. Maybe someday we can make a wish list for it.
               
               

               
            

Legacy_TheOneBlackRider

  • Hero Member
  • *****
  • Posts: 512
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #81 on: December 18, 2013, 10:15:22 pm »


               

Zwerkules wrote...

None of this solves the problem that the edge tiles will have the same orientation. You might have two or three different edge tiles, but you'll still get lines of trees which look the same near the edge of the area as they look in the distance.


Yes. True. But it still is not that uniform - at least if you are not right near the edge. It's a bit like "the dot on top of the i" and it helps to distract a bit of the uniformness.
It's just, that this idea came to my mind upon reading Fester's "wish".

Again: Great, that you finalise this set.
               
               

               


                     Modifié par TheOneBlackRider, 18 décembre 2013 - 10:21 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #82 on: December 20, 2013, 05:29:31 pm »


               sneaks in....

about the lake/river terrain. Why dont you try to use the wildwoods terrain? Could look good;)
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #83 on: December 20, 2013, 05:52:38 pm »


               

NWN_baba yaga wrote...

sneaks in....

about the lake/river terrain. Why dont you try to use the wildwoods terrain? Could look good;)


I was hoping you had something you haven't finished yet.
I'll ask Six if it is okay to use the water terrain from his wildwoods tileset. You're right, it could look good.

Are you sure you don't want to go back to working on NWN tilesets?
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #84 on: December 22, 2013, 07:47:47 pm »


               Mountains and raised mountain terrain are finished, but they don't work next to raised forest and chasm terrain yet. More than 60 tiles are needed to make them work next to raised forest terrain, so I'm not sure if I will make them work next to chasms as well. If I do that I will only let normal height mountains work next to chasms, not raised mountain terrain.

'Posted
               
               

               
            

Legacy_Wall3T

  • Hero Member
  • *****
  • Posts: 748
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #85 on: December 22, 2013, 08:05:54 pm »


               sounds reasonable, working on this solo is alot like trying to fill boots you never wore before
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #86 on: December 22, 2013, 08:16:44 pm »


               thts looking great, Zwerkules. And I don't have a problem with your decsion to limit chasms next to unraised mountains.

And I could really make use of this. Just made a forest area with those three features, but used bioforest with your override.
               
               

               
            

Legacy_Ssythilac

  • Full Member
  • ***
  • Posts: 239
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #87 on: January 02, 2014, 02:16:58 am »


               This project looks very good! '<img'>

Any updates?
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #88 on: January 02, 2014, 03:56:50 pm »


               Mountains are finished except for a few caves.
One of the finished ones looks like this:
'Posted
               
               

               
            

Legacy_Ssythilac

  • Full Member
  • ***
  • Posts: 239
  • Karma: +0/-0
RELEASE of a forest tale
« Reply #89 on: January 02, 2014, 05:21:13 pm »


               Look great! 'Posted