This mod has been released, see
https://forums.elementalgame.com/398661
This thread is the result of an idea I've been tossing around lately. This run is an experiment - either people will show interest, or the project will wither and die.
TL;DR: We need your help to design Elven city tiles.
A selection of a few of the completed buildings:
Right now, we have a few modders doing a lot of work on big projects. Joining a project can feel like a big commitment. The individual modder can sometimes feel that he wants to do something, but don't really have the time to see a project to the finish line. He wants to contribute, but not sign away his soul. Enter the community project. Your participation and contributions are just as much as you want them to be. A community project is many modders doing small parts to form a greater whole. The intention is to push content to the end-user as soon as possible. Rather than a few modders doing work on mods over many months, a community project is intended to reach maturity within a week or two. Once the project is done, the mod becomes public property and anyone can use it in the future for anything they want to.
For the first community project, I thought we'd put an elf race in this fantasy game. More precisely, I thought we'd put something that LOOKS like elves in the game.
General outline for mod to meet release conditions:
- Elves play as Kingdom with Kingdom technology and Kingdom magic (no custom technology or magic planned at this stage). This will ensure that the mod stays viable after the community project is finished.
- Elves have unique unit textures - they will look like elves ( http://i304.photobucket.com/albums/nn195/summersong/Elemental/Gaediila_0_2106408875-24.png )
- Elves live in Elf cities. In this case, they are Sylvan or Wood elves, so city tiles should look like they were built inside a forest. See more info below. (examples: https://forums.elementalgame.com/396593 )
- Elves ride Elf mounts (a larger variety of horses, including white ones).
- Elves wield elf bows. They have kingdom stats, but look elven.
- (Additional outline, not required for release): Elves wield elf melee weapons. They have kingdom stats, but look elven.
- (Additional outline, not required for release): Elves wield elven armor and elven shields. They have kingdom stats, but look elven.
Nit-picking stuff: For this community project, I will be the moderator. Translated to reality, that means that if a situation appears where the community is split between two choices, I choose one. It also falls on me to make sure that tasks are not duplicated (update this thread), and that the project stays usable after the game is patched. In extreme cases, I may turn down contributions if they lack quality.
If you are interested in helping out, post in the thread what you intend to contribute with. You can also e-mail me at outelf@gmail.com
Required Tasks
Red means the task has not been assigned
Orange means the task has been assigned, and you should preferably choose something else to contribute with
Green means the task has been completed (and the files have reached me)
Note: You don't need my permission to start working on a tile. This is just so that if you want to take your time working on something, you can reserve that task so noone can steal it from under your feet.
XML framework (Heavenfall with ideas from Wintersong). The mod requires an XML framework to link everything together. Specifically, the framework should include a non-invasive way to link the buildings together, a raceconfig, and a racetype so that custom factions may use everything.
Unit Textures (Raven X). Both female and male elven skins need to be made, I strongly suggest that you adopt the skins from fallen units, as they fit the models with pointy ears. In particular eyes, eyebrows and mouths need to be cleared up to appear less goth.
Bow models (3dgrunge)
Melee Weapon Models. In this area, anything is welcome.
(3dgrunge)
Extra assets:
New colours for apple trees and swamp trees
Example of completed buildings: http://img21.imageshack.us/img21/5113/elemental1285328784.jpg
City tiles. By far the largest part of the mod, and the part where we will need the most contributions. There is a HUGE freedom here for contributors to put their own flavour on buildings, but keep in mind that the theme you go by will not be reflected in all the other buildings.
There are two key words that I want to stress here. First, the elves live in the WOOD. That means their city should look like it could be part of a forest - elves are one with the forest, and all that. No cleared fields, no huge arenas for training. And please, try to mix the trees you use - both leaf trees and pine trees. Secondly, the elves live in a CITY. They do NOT live in tents, or miniscule huts on top of large trees. Buildings are absolutely okay.
I strongly recommend that you do NOT use a ground decal, for example something that makes the ground look beige or dusty. These decals have significant clipping issues in game, and frankly look off in a forest city.
I strongly suggest that you use LESS than thirty models in total. This is to make sure that the city can be viewed like any other city. In this area, I will be rather strict and may edit buildings.
Buildings MUST be built on the right amount of tiles. If a building requires 1 tile, it MUST use 1x1. If it requires 4 tiles, it MUST use the 2x2 format. Any building that doesn't follow this rule will be instantly rejected.
I must also insist that you provide TWO tiles for each building. The game can use a different tile while building something. I recommend that you first construct the final building and save. Then load, and remove some parts, add workers and ropes and whatnot, and save as something else.
I strongly suggest that you use the following colours when using the tile editor
While the colours may change for release, they will not change a lot.
City Cores (all are 4 tiles!):Being Built (oddrheia)Level 1 (oddrheia)Level 2 (oddrheia)Level 3 (oddrheia)Level 4 (oddrheia)Level 5 (oddrheia)
Regular Buildings:Workshop (Heavenfall)Watchtower (Jharii)Study (Jharii)Arcane Laboratory (Jharii)Merchant (Novaburst)Hut (crystlshake)House (Kalin)Barracks (Kalin)Command post (Kalin)War College (Kalin)Market (Kalin)School (4 tiles!) (jshores)University (4 tiles!) (John_Hughes)Trade Center (Kalin)Bazaar (4 tiles!) (Kalin)Pub (HooblaDan)Inn (Kalin)Great Theatre (oddrheia)Town Hall (Heavenfall)Palace (4 tiles!) (oddrheia)Irrigation System (Heavenfall)Guild Tribunal (Kalin)Mining Guild (Kalin)Smelter (oddrheia)Blacksmith (oddrheia)Farming Guild (crystlshake)Granary (crystlshake)Great Mill (4 tiles!) (oddrheia)Construction Yard (Heavenfall)Temple of Essence (oddrheia)Monastery (Heavenfall)Tower of Ereog (fairwater)Abbey of Izil (4 tiles!) (oddrheia)Missionary Hall (John_Hughes) Embassy (oddrheia)
Harbor (crystlshake)Super-unique buildingsMint of Ruvenna (4 tiles!) (oddrheia)Hosten's Library (4 tiles!) (John_Hughes) Wall buildings (the improvement built to make walls - these automatically upgrade)Hedge Wall (oddrheia)Fort (oddrheia)Fortress (oddrheia)
City wallsCitywalls (level 0) (Heavenfall)CityWalls_Hedge (level 1) (Heavenfall)CityWalls_picket (level 2) (Heavenfall)CityWalls_Advanced (level 3) (Heavenfall)
Shards (all these are 4 tiles):Fire Shard (Kalin)Water Shard (Djohaal)Earth Shard (Djohaal)Air Shard (Djohaal)World Resources (all these are 4 tiles):Iron Mine (John_Hughes)Ventri Mine (John_Hughes)Stone Quarry (John_Hughes)Clay Quarry (John_Hughes)Marble Quarry (Heavenfall)Farm (Heavenfall)Wheat Farm (crystlshake)Apiary (crystlshake)Orchard (crystlshake)Stable (crystlshake)Crystal Foundry (Kalin)Scenic View (oddrheia)Refugee Camp (John_Hughes)Oasis (John_Hughes)Gold Mine (Heavenfall)Lost Library (oddrheia)Ancient Temple (oddrheia)Lumbermill (be gentle!) (John_Hughes)
Diplomacy buildingsShrill (Kalin)Drath (Heavenfall)Dragon (oddrheia)Spider (oddrheia)
Contributions are mailed to outelf@gmail.com or uploaded and linked here in this thread.
Grr. Just noticed that in 4 and 5 the dropdown gate got moved and was sticking out wrong. Fixed, and re-uploaded.
City cores bundle (UPDATED!)
Great job. Really makes the lvl 4-5 feel more "epic".
One more time. Thanks
Embassy's not playing nice... I'll do the Great Mill, and take another stab at it after .
Sorry John_Hughes, it takes a while and I'd rather spend that time working on the mod. The picture in the main post is still a good indication. We have 20-25 tiles left at this point.
Actually... about embassy. How's this? Got rid of the swamp tree.
Front:
Back:
Also, I'd like to reserve scenic view.
No worries. Stay the course.
I have just revisited this thread from day 1 and would like to Thank all those involved and say a special congrats to Heavenfall.
It is going to look awesome come end of days.
Quarries R us.
Wow, what a thread! I jsut went thru it all, soem amaazing stuff!I would love to try doing one, let me know what needs to be done, I really enjoy making little buildings on the squares in the editor (;
Great job everyone! Some great ideas!
Hey, katalist! Read up the first post of the thread, grab a building in red, and go at it .
Everyone: if you are using heavenfall's tree recolors that are linked in the first post (which you should! ), you'll need to move some files around to make them show up again in 1.09. For some reason just dropping them again in the program files install directory mod folder didn't work for me.
CPELF_newprops.xml needs to go to .../Documents/My Games/Elemental/Mods
HKB folder with the rest of the stuff needs to go to .../Documents/My Games/Elemental/Mods/Gfx
Playing around with scenic view. Will probably clean it up a bit before finalizing.
Back... or front. Lost track of the way its oriented
And about the Great Mill. I like the original structure, and I don't think I can do something on par. What I can do, however, is take out the fence, unclutter the ground and make it appear more 'in the forest'. Would that do?
http://www.mediafire.com/?3blbp4a25p4n4j6
extract directly into your user/username/my documents/my games/elemental/mods/
@oddrheia yes it would.
I finished the picket wall.
I'm going to hook everything up now so we can get a screenshot. It won't include the resource or shard buildings, but everything else that's done should be in. John_Hughes, I realized I have to hook everything up anyway, so I'm not wasting time.
Edit: Added Harbor to list! Forgot about it.
This is where we are at, at the moment.
Couple of comments. First, I'll be applying a decal to the ground of all buildings (except those built with the 4-way road decal). So the ground will appear green, not bright brown. In previous screenshots I was using a terrain mod but it affects all kingdom cities and it doesn't look good for other factions. Edit: Actually, I'm not sure about this - I might use the terrain fix instead.
Secondly, the buildings in the back aren't actually as "big" as they appear, they just happen to be standing on a slope. Third... FPS drain actually not bad at all - I will probably skip doing a low-fps version. Fourth... I still haven't done the terrain adjustments where its needed. Fifth... the wall turned out boring with almost no trees on the outside, I'll add that.
Edit: HQ version http://img685.imageshack.us/img685/1969/elemental1285939492.jpg
Also, I want to reduce the House design a bit. It's too large. Comments?
The XML for the buildings and the tech trees are now 100% done. All that's left in the XML framework is armor, weapons and other equipment.
ok, going to have those two tiles of mine this evening for you.
Cheers! Looking forward to it, Rune_74.
Just some initial feedback: Yah, scaling down the house will do the trick... and that's lvl 4 hub there, so the big tree is not the 'biggest' yet .
Abbey bugs me. I know it's not as big as it appears, but it still bugs me. I'll scale it down a notch, it's no trouble since I've started already. (and killed off a whole lot of small objects/pedestrians that aren't very visible even at the closest zoom anyway).Also I've fallen out of love with that circle platform around the tree in the middle. Wooden looks better .
Pedestrian robe colors are too neon... can we change it?
I love the school. Looks like a tranquil spot in the city.
Picket fence: Do you think you could also do what I did to the lvl 3 hub and add that air shard pole to it? Probably not on every piece, too much saturation wouldn't look good, I don't think.
I can add the pole at the same places I added the bush in the advanced wall. I thought about doing it, but I was just lazy.
The neon green is 100% temporary, it will be dark green when the mod is released.
I was afraid of this when I saw the first compilation. It's not so much that the house is too big (although I guess it might be a bit), it just stands out too much for being just a house (mainly the height I think). This was why I said I might scrap it and try something else. In anycase, here's some possibilities for it:
http://img442.imageshack.us/img442/1276/elemental1285947797.jpg
Current Version - Smaller (and shorter) Version - and a deformed version
Another possibility could be to just switch it into another building (like farming guild or something) and start a house from scratch.
It's up to you. Personally I really like the design, it works as a habitat design and it works as something that looks good repeated. It blends really well with the whole stone/forest thing we got going. It just ended up a bit too large, which it seems you've taken care of now.
Edit: By any chance, do you think you could switch some of the trees for the darker green? See my link a few comments above. Just so it appears less massive when you look at it like a city. Or I could do it for you, if you don't want to install the trees, and you give me permission.
That's easy enough, I have the trees but I haven't been using them because I'm not sure what will happen for people who don't have the trees installed.
In anycase, which "fix" do you guys think is best? The smaller version or the deformed one?
I like the middle one, but the shortest one may blend in better. That's gut feeling, thought. Need to see it side by side with the rest of the stuff to say for sure .
In retrospect, if there's going to be another community project that involves this amount of custom tilework, I think it would be beneficial to define the scale and height ranges for simple/advanced/unique buildings, and define the scale for pedestrians and clutter objects.
Rescaling is B*TCH. Seriously I mean sometimes you get lucky and get to realign objects so they fit AND the whole composition doesn't suffer. And other times rescaled stuff doesn't work anymore/looks off/ sticks out at wrong angles, creates gaps that you can't fill another object any longer because distances are different and there is absolutely nothing you can do other than tweak the shit out of the whole thing. Easier to make a new tile
Rescaled/tweaked abbey:
Scale comparion: old abbey, city core 5, revised abbey
XMLs:
Abbey_Revised
Abbey_WIP_Revised
Yeah, I think the deformed version would fit better as well...
Re-tree-d:
http://img291.imageshack.us/img291/2860/elemental1285954624.jpg
Shorter Version - Deform Version - and ... possible Hut based on Deform version?
Kalin, the trees will be included in the release. If you see it, others will see it. Edit: I didn't mean you only have to use that one, just feel free to mix it up.
I like the deformed version as well (and yeah, it will fit better). I'm not sure about the hut, maybe it has a bit too much stone and too little actual living space (just spitballing).
Edit: note that seanw3 still has dibs on the hut until the end of the weekend.
Well there's only one tree so...
Guess we'll go with deformed then. As for the hut, I was just throwing it out there while I was playing with the design. It has 2 houses instead of 4, so I figured, hey, hut! heh.
Also, are we also doing Spider Nest, Drath Village, and Dragoon Roost? Or should we just stick with base for those...
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