New mountains tileset
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lord rosenkrantz
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Post by lord rosenkrantz »

Quick update: I am adding the mountain edge fixer series of tiles. Everything works as intended and hoped, the cake-layer effect is no more. Screenshots soon to come.
Also added some typical ivy to the high walls, and almost worked out a style for native buildings

Tiberius_Morguhn
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Post by Tiberius_Morguhn »

[QUOTE=lord rosenkrantz;36689]Quick update: I am adding the mountain edge fixer series of tiles. Everything works as intended and hoped, the cake-layer effect is no more. Screenshots soon to come.
Also added some typical ivy to the high walls, and almost worked out a style for native buildings[/QUOTE]

Any chance of getting the latest hak for this set to play with? I do luvs new toys :lol:

lord rosenkrantz
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Post by lord rosenkrantz »

[quote=Tiberius_Morguhn;36717]Any chance of getting the latest hak for this set to play with? I do luvs new toys :lol:[/quote]

Mumble mumble, currently as I am in the middle of adding those combos I mentioned above (and experimenting a naming convention for all tiles), the tileset isn't in a form that allows any alpha distribution. I have a couple of earlier versions floating around, depending on what you'd like to do with them, they could fit your needs. Just to toy around with the tileset?

Beefheart
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Hello

Post by Beefheart »

Probably one of the best looking tilesets I've ever seen, can't wait for this one - Just a few things

Any chance of any ruins related tiles, towers, walls etc - all stone old looking a bit like Weathertop in LOTR -

Also how about an estimated release date, I would love this to be included in a MOD I'm working on.

Keep up the good work

lord rosenkrantz
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Post by lord rosenkrantz »

[quote=Beefheart;36728]Probably one of the best looking tilesets I've ever seen, can't wait for this one - Just a few things

Any chance of any ruins related tiles, towers, walls etc - all stone old looking a bit like Weathertop in LOTR -

Also how about an estimated release date, I would love this to be included in a MOD I'm working on.

Keep up the good work[/quote]

The estimated release date for a first version isn't any earlier than at least one month, given that I want to publish it not only in a usable shape, but also making sure that there won't be any compatibility issues as I'll keep updating it.
The plan is also to release it with all basic terrain/crossers already in, namely grassy and rocky hills, mountains, lake/river, stream, and maybe a few more I can't recall right now. All other terrains will be then added as a plugin backward compatible, and I might say that at this point any kind of new tiles could make it in, including your request for ruined buildings

At the moment, I am trying to sort out an issue that came up while adding edge fixers, and that is likely due to the way the toolset interpretes the raised terrain. I guess I'll be starting a separate topic on DLA and/or Bioware forums to find out more.

lord rosenkrantz
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Post by lord rosenkrantz »

...and eventually, what I thought was the walkway to the mountain top ended into a deep chasm. :(


Today's screenshots illustrate what can be done with the new "mountain edge fixer" crosser. It removes the cake-layer effect and creates a whole mountain side without any seams.

[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_40.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_39.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_38.jpg[/IMG]



And a view from the bottom. Although not really clear and illustrative, I find it quite suggestive

[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_42.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e216/lord_rosenkrantz/Rocky%20Mountains/th_mountains_alpha_41.jpg[/IMG]

Tiberius_Morguhn
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Post by Tiberius_Morguhn »

[QUOTE=lord rosenkrantz;36721]Mumble mumble, currently as I am in the middle of adding those combos I mentioned above (and experimenting a naming convention for all tiles), the tileset isn't in a form that allows any alpha distribution. I have a couple of earlier versions floating around, depending on what you'd like to do with them, they could fit your needs. Just to toy around with the tileset?[/QUOTE]

Heh. Yeah, I have one of the earlier versions you posted so all is good. Messing with tilesets to come up with varied areas is just fun to me. I may never make a fully working module, but I sure do love messing with the toolkit and just playing around. I definitely don't want to interrupt from you getting the final version ready - the set just looks so darn good! Thanks again! ^_^

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nice rosenkrantz

Post by Guest »

I’ve stopped working on most of my projects with school and work taking up all my time, but just seeing rosenkrantz's work here makes me want to get back into the old groove.

I haven’t been keeping up with the thread but how is the path finding working out on this set?

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Bannor Bloodfist
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Post by Bannor Bloodfist »

[quote=Shioni;36804]I’ve stopped working on most of my projects with school and work taking up all my time, but just seeing rosenkrantz's work here makes me want to get back into the old groove.

I haven’t been keeping up with the thread but how is the path finding working out on this set?[/quote]

From the quick tests that I did with it, there is NO pathfinding on the walkable areas of cliff face. No pathfinding at all. You have to click less than 1 meter in front of your pc to be able to move forward at all.

However the set looks nice though!
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lord rosenkrantz
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Post by lord rosenkrantz »

[quote=Bannor Bloodfist;36806]From the quick tests that I did with it, there is NO pathfinding on the walkable areas of cliff face. No pathfinding at all. You have to click less than 1 meter in front of your pc to be able to move forward at all.

However the set looks nice though![/quote]

The issue applies to the very narrow ring of grass that you obtain when raising terrain by two or more layers. Once the whole bunch of tiles of the edge fixer is in place, that edge can be removed and the two layers be merged into the same mountain side. So it'll be a builder choice to keep such ring edge or not.
Apart that, there could be two kinds of limitations with pathfinding on such a narrow edge: the game engine itself could have trouble, or it could be due to the fact the .set file is still missing the appropriate path nodes (it'll be a task for when I'll finalize the tileset)
In the worst case, I doubt I'd be too unhappy anyway, on the edge of such a deep chasm (or high mountain, depends on the point of view) sounds more appropriate to walk and not to run, and the partial issue with pathfinding on that narrow passage would have exactly that result

We'll see when more tiles and combos will be in place though, the tileset didn't even enter beta stage, it's just an alpha <_<

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