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Post by Guest »

[QUOTE=Acropole]New fdo hills with folliage available to download :
http://nwvault.ign.com/View.php?view=ha ... il&id=6632[/QUOTE]

Magnificent work Acropole, Work like this leaves me to question if CTP will be planning on releasing add-ons to original Bioware sets?

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Bannor Bloodfist
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ctp: Yes
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Post by Bannor Bloodfist »

[quote=Shioni]Magnificent work Acropole, Work like this leaves me to question if CTP will be planning on releasing add-ons to original Bioware sets?[/quote]

There are notes all over the forums here on what we have touched. But I will make it easy on you. Take a look HERE .

Elagneros
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Joined: Sat Mar 18, 2006 9:40 am

Post by Elagneros »

Played around with the set a little bit, looks interesting and I'd have to figure out just how some of the tiles work together. Downside is that the tree canopies are a bit too low and dense until you start putting in some elevation, it's kind of hard to see what you're doing with the tiles when you start a new area.

acropole
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Post by acropole »

[QUOTE=Elagneros]Played around with the set a little bit, looks interesting and I'd have to figure out just how some of the tiles work together. Downside is that the tree canopies are a bit too low and dense until you start putting in some elevation, it's kind of hard to see what you're doing with the tiles when you start a new area.[/QUOTE]

You could hide the trees by setting the fade geometry option to "always" in the toolset.
I will test a new thing with the animloops. By changing the animloop you will have the possibility to change the canopies height. I hope it will work.

Elagneros
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Joined: Sat Mar 18, 2006 9:40 am

Post by Elagneros »

Ok, thanks for the tip. That helped a lot I can see what I'm doing much better that way. They look pretty good in the game when hide Second Story Tiles is set to auto — the game cuts away the tree near the character, but not further out. When set to never, the trees tend to block the view and on always, it looks like an ugly field of stumps.

Also, how do I use the guard tower tiles? I can't seem to find any spots where I can place it, everywhere I try I just get a red square.

acropole
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Joined: Fri Mar 12, 2004 10:24 pm

Post by acropole »

Their is the tours in the version I've uploaded ?? :eek:
I've not finish it at all, and it's sure that there is missing texture in the hak. I've forget to delete this entry. However, you could try to raise one corner and put the tour on it.

This is an exemple of what will be in the tour terrain :

[IMG]http://zamo.k.free.fr/nwn/screnns/entreeChateau.jpg[/IMG]

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Post by Guest »

An excelent work Helvene.

Keep up!

:)

acropole
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Joined: Fri Mar 12, 2004 10:24 pm

Post by acropole »

[QUOTE=mondego]An excelent work Helvene.[/QUOTE]

It's not Helvene's work :)

Helvene
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Post by Helvene »

[QUOTE=mondego]An excelent work Helvene.[/QUOTE]
*scratches her head*
Why do you think I have anyting to do with this?
It's not mine!

By the way, Acropole, the idea is really excellent.

acropole
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Joined: Fri Mar 12, 2004 10:24 pm

Post by acropole »

One question about the last screen. Is there already a castle door like this one ? I'm talking about a door that works : if it's closed you can't cross the water, if it's open you could walk on it and enter in the castle.

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