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.
Playing around with designs for last few buildings:
http://img828.imageshack.us/img828/7945/elemental1286299358.jpg
I suppose it could be a trade center or something...
I think both those could qualify as trade center / mining guild.
I've gone through all the submitted buildings and modified the height problem discussed earlier. I also re-saved all the shadows, because half were missing and the other half were broken due to renaming. There's bound to be problems with some buildings still, but we can sort that out when we do "internal beta".
Eh? Can't edit my post. Anyway. One thing I didn't do was apply a decal to every tile. So we will have to watch that in-game, how it turns out (frankly I don't know). Right now the ground is kind of beige.
Want only to bow before the team.. you're building a very nice set of tiles and I look forward to use them ingame
Okay, gonna need some help picking which one I should finish up here, 'cause now I have 4 versions... lol:
http://img683.imageshack.us/img683/4555/elemental1286306343.jpg
Right now I'm about to abandon the top most one with the all green and dome roof, and favoring the bottom one with light stone roof for a trade center, mainly because it looks like a coin from afar, heh. Or should I start from scratch?
Speaking only for myself, I don't like the "coin" one. I think it stands out too much. In my opinion, the left looks the best.
Yeah, I wanted a green roof to match the other buildings... but the square roof looks a bit off too, heh.
... hmm, how about this?
http://img408.imageshack.us/img408/9971/elemental1286308025.jpg
If you make the green roof 10% larger, it's a keeper.
I like that one. Alternatevly, you could try a hedge hoop on top, with a prolonged hedge half-sphere in the middle. Might work, might not . It looks good with the roof though.
Righty. Fort progression spam incoming.
Hedge fort:
Fort:
Fortress:
They kind of upgrade each other (unless you choose not to build the previous one while researching the next), so I thought I'd make it structurally similar. How do they look? I hope they work, so I can proceed to the boring task of making WIP tiles in bulk .
Edit: Eh. I'll probably remove the planter under the banner in the last one. Looks unnecessary.
They look great.
I can't increase the roof anymore or the building underneath would start to poke through the bottom buildings. If I move the buildings out, I have to increase the stone roof, which defeats the purpose I think.
As for the hedges, it looks a bit odd on top, I'm not sure how else to explain it.
This if probably the best of the hedges look, although now I'm not sure it looks anything like a trade center anymore, lol:
http://img716.imageshack.us/img716/1233/elemental1286311473.jpg
Kalin: A couple things you could try would be using a wood platform as an inner ring between the green tile and white brick, or breaking up the colors on the roof by adding in some statues or other minor embelishments to break. Reducing the size of the brick roof (if its a platform) or adding some flowers or something for color or to give it a more organic less symetrical look might acomplish what you are aiming for.
I'll look at the existing kingdom stuff that are still open tonight if i get a chance and see if I can be inspired on how to approach a remodel of one. I'll probably start from scratch or near to it as I seem to get better results that way- and I havn't looked at the existing model yet to see how it normally looks with detail.
Forum just ate a Post so I am trying again.
John, I think your oasis is too small. The resources are all 2x2.
Edit: Crystal, I can't reduce the size of the brick roof because it's there to hide the mess of roofs from the cluster of buildings underneath
OK, from Post #480, I vote Left one as well. Fory and Fortress look great. Hard to see some details but that is the way of things right.
Best ides is to plop it on a test Map and Zoom in and rotate around noting what is hidden and remove those elements to save Polys.
Looks greats folks.
Insert expletive here".."! I will modify. grrr. (doh!)
John: I like the back mine more. Add trees
Kalin: Have you tried rounded tents with color roof instead of the towers? Just throwing ideas out
Also, maybe scale down the whole thing a tiny, tiny bit. I think, if the building touches the border of the tile square, then when you place it next to the building that's also touches a square border they going to connect and not look pretty
Cleaning up.
Quoting oddrheia, reply 492John: I like the back mine more. Add trees Kalin: Have you tried rounded tents with color roof instead of the towers? Just throwing ideas out Also, maybe scale down the whole thing a tiny, tiny bit. I think, if the building touches the border of the tile square, then when you place it next to the building that's also touches a square border they going to connect and not look pretty
Posted a new version. Comments welcome
I agree, if borders touch there can be interference. I had placed an idea, for all future projects, to have a min. distance off the inside edge on a tile for a basic street decal.
I may be wrong, but the buildings look a bit too small. It's difficult to tell, but those buildings usually cover one "square" in the workshop (ie a 1x1 contains 4 squares - a 2x2 contains 16 squares). Other than that, I really like how you've constructed what looks like a mine out of the objects.
Also I need the decal for your oasis.
John: Yup, like the mine. Couldn't decide on the entrance and went with both I see . Looks good. I noticed that the rails are a bit submerged into the ground. Terrain irregularity, or you meant them to?
About the future projects, the street decal is an idea, but placing it on one side of the tile only is problematic, I think. First, you pretty much take away user's ability to rotate tiles. While it benefits the modders in that the city can be made more structural, some may dislike this. Second, 1x1 vs 2x2 issue. When someone places 2x2 tile and then 1x1 next to each other, the street decal from 1x1 may end up meting the middle of 2x2.
Placing street decal to all 4 sides may make the city too 'grid-like' and you still have the issue of 2x2 vs 1x1.
I'm not completely against the idea, but those issues would need to be looked at.
---
Wip forts spam:
1.
2.
3.
Also, I've made the side entrances to fortress (and fort) a bit smaller, realigned 2 windows on the fortress front towers, and removed the silly planter the front.
.xmls bundle:
Forts
I'll get to finishing spider cult, their unit and tech description, as well as the elven sovereign next.
Kalin: we you going to do the flavor text for the Shrills tech? I can do it if you're not .
Edit: $hit, secondary color for the fortress wip is wrong. Gr. Will go fix.
The colours aren't coded into the xml. They're only reference points for the colour declared in the raceconfig.
Great job on the defensive buildings, sorry I had to dump it on someone so close to finish.
Oh. Didn't know that. Okay, not going to fix
And no problem at all about dropping the tiles. I actually really like doing castle-like structures, so I had fun with them
Thanks. I will give the structures a quick check for size.
The street decal idea was more a boundary setting. Not a real need to have any decal present. I look at the city Tile and kinda grimace at how much detail is blocked or not see when tiles merge. Any spacing/break up would help alleviate that to some extent.
I do agree that a decal could be problematic but can't bring myself to NOT put in the little details that invariably will never been seen in game.
Have to be more disciplined I guess when in Design mode. LOL!
@Heavenfall
Dropped the decal in your email box. Pls confirm receipt so I can sleep
P.S. The rails are a very thin object and the ground irregularities cause that effect. Floating rails look...(insert expletive here).
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