New mountains tileset
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DM_Mask
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Post by DM_Mask »

[QUOTE=Moonunit 921;36380]See.. every time I see awsome work like this, I want to rip my PW apart and rebuild it with the new tileset.[/QUOTE]

He also does that every time he see's a new gallon of ice cream in the freezer. Carry on, carry on.

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Post by Guest »

[QUOTE=lord rosenkrantz;36340]I hope you guys like the path I decided to take with raising terrain by a high steep, as it gives a unique feeling of real z-axis extention. Generally, among the reasons why raised terrains give the cake layer feeling there is also the fact they aren't raised enough, so to get a decent height you need to place a few layers, with the further drawback that the top and bottom edge layers are too far away and don't give an actual height impression.

Incidentally, this approach will make easier to create those blank tiles for "placeable area map models" that some posts ago were requested by OMB.[/QUOTE]

By this, it IS possible to create multiple layers, right?

I've often used the forest tileset to simulate height and mountains, but I think this is a much much better solution: So yes, I like the steep raised terrain. A lot.

lord rosenkrantz
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Post by lord rosenkrantz »

[quote=MessyMaster]By this, it IS possible to create multiple layers, right?[/quote]

Not only creating multiple steps is possible, but you'll see no seams or cake-layer effect between the layers

lord rosenkrantz
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Post by lord rosenkrantz »

Another screenshot to give you an idea of what kind of texture I'm going to use for the native tileset buildings. This is a picture of a wall, built with the same rock which the mountains are made of, to give a realistic touch to the features

[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_31.jpg[/IMG]

lord rosenkrantz
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Post by lord rosenkrantz »


Tristan Kalaman
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Post by Tristan Kalaman »

Very nice!

Not sure how much I would use the native buildings though. Depends on how well they mesh with other tileset styles. If the styles are too jarring, say trying to tie this set with say outdoor rural may not work.

It may only lend itself to either an old ruins type of area, or a "monster" type style.

I'd certainly like to see more of the buildings.

Even if the buildings don't fit my "vision" the mountains certainly do!

I hope this can get folded into a future CTP roll out.

/Tristan.

lord rosenkrantz
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Post by lord rosenkrantz »

You are right, buildings are intended to use its own stand-alone style. It's a designer choice though, as originally I needed a dwarven-like set of exterior buildings to kinda match JDA's dwarven interiors for a PW I am working on.
But then, developing this tileset as a more general community resource, I decided that it'd be better to use a style that has no specific (racial or other) brands. What I am aiming for is then to integrate buildings that have the same massive visual impact as the mountain features, and that send the same vibe of a world of solid rock (hence the choice for textures that sort of re-use the rocky mountain style and colors, to make the whole thing more realistic and fitting). Moreover, aside the native buildings, I am going to implement TNO's castles, and maybe some more exotic buildings from Chandigar's Aztech exteriors (didn't ask him yet though).
That way, builders will have a few different options when building the areas. Sure, the three styles are not compatible, but we can see them as three separate tilesets that share the rocky mountain landscapes

The native buildings will in fact include a complete set of city features, so won't matter much that they don't match other tilesets' styles, as you can build a whole city on its own, and integrate it in any module/gameworld as the craftwork of a specific culture (racial or regional)

Incidentally, the stone textures will end up being somewhat similar to Maxam's Classic Dungeon tileset, which could then work as matching interiors for the mountain buildings

Xaltu
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Post by Xaltu »

Sounds exellent I love what I have seen so far on your mountain set. A good choice of buildings is excellent. One of my main fustrations with the basic neverwinter tilesets is that very few of exterior ones really link. It is either one thing or another. So the more tilesets can flow the better.

Tristan Kalaman
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Post by Tristan Kalaman »

[QUOTE=lord rosenkrantz;36534]The native buildings will in fact include a complete set of city features, so won't matter much that they don't match other tilesets' styles, as you can build a whole city on its own, and integrate it in any module/gameworld as the craftwork of a specific culture (racial or regional)

Incidentally, the stone textures will end up being somewhat similar to Maxam's Classic Dungeon tileset, which could then work as matching interiors for the mountain buildings[/QUOTE]

Simply awesome!

I'm really looking forward to the finished set on this!

/Tristan.

lord rosenkrantz
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Post by lord rosenkrantz »

Made these two for my dev PW forums, they don't add much except that I made those walls walkable (keep to come, which will also have appropriate walkable parts, obviously)

[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_37.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_36.jpg[/IMG]

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