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.
second draft
third. Starting to feel pretty good about it. I'll add some forestation and do a WIP, unless anyone has comments.
One little nitpick: the tents may need to be moved inside the tile boundary a bit, since there often will be a few of them within the city borders .
I decided to remove the bow from the sovereign. The tech is available from the start, so if the player wants it he can pay for it. Everything in the name of balance.
Did you change the archer pose too? I think it looks a little silly without the bow or with a melee weapon. It's true that the player can grab it from the start, who knows what AI is going to decide to equip.
Yes, I changed it.
http://www.mediafire.com/?e3nd984vlypq99v the beta
What's not in beta
add 3dgrunge bowsmountsstable not addedmining guild not addedbuilding on old growth forest has a weird waterfall
(move gold mine tents)
Please do a playthrough and write down everything that's wrong in a text-file. Play either as elves, or against elves.
Pay particular attention to: buildings that get their graphics broken due to height maps. Things MISSING, that you would have when playing as kingdom. What buildings need a new grass decal to look good.
Do we just extract the 2 folders to the mod folder?
stable revised:
Trade Center and UC:
http://img716.imageshack.us/img716/4131/elemental1286463489.jpg
DLs:
http://dl.dropbox.com/u/11827581/Elven_Trade_Center.rar
Sorry, in the beta the TRADE CENTER is missing, not the mining guild.
I've played a game, and everything seems to be working.
My main concern is the FPS issue. Our cities really do drain a lot of gpu processing power.
If you guys agree with me, I think we should delay a release and work on a low-polygon count tileset. That would mean we go through all the finished buildings (forget about the WIP tiles) and delete all the crap noone's going to see. Like grass, buckets, barrels, stone paths made out of single stones, limit ourselves to 3 civilians per building, and just generally delete things people are highly unlikely to see.
Because honestly, we have all gone overboard on the object count on most of our buildings - some buildings are OK, but most aren't.
Here's what Ive found so far:
Hut: update screen caps on page 18 (the old model is still in game) sent in email New Elf Hut- can resend if neededGreat Mill: effects, top water ripple reduce is beyond bounds of water resivour reduce size/adjust placement, waterfall effct could be raised a little bit to come closer to the end of the water track (height adjustment) if it doesnt affect appearenceHarbor: remove tree from front of ship? add grass or something around edges? the ground looks pretty barren and I dont think the tree in the front is really workingIron Mine: some of the pine trees are floating (build tile and built) (mine built on a hill side, probably just need to adjust the height down, were darkling workers intentional?
I haven't noticed any performance issues yet myself- though my main city in my test game is only up to level 2 or 3 so far. I know a few of my tiles have extraneous grass effects and such (like the flowers in the trees) that can be cut back or out though.
maybe find an aproximate distance equivalent to in play zoom to zoom back to for gauging what is effectively invisible.
Got busy today, so I haven't played yet. But I will!
And I don't mind doing some optimization clean-up, sure. How do you want to go about it? Each takes care of their own tiles, or you want to take time to sweep through them all? Either's fine with me .
I can't test until I get home. Then I can see the tiles en masse and better see what can't be seen, make notes and correct the tiles I have on my PC. Will need a L4-5 city to make a proper determination.
Perhaps we could you use this opportunity to apply some further standards, as mentioned earlier in this thread, while we are at it?
Height Max.
Civ # based on 1x1 vs 2x2 tiles
etc etc
It's too late for that, that needs to be done from the ground up.
Optimization would be everyone just name 10 tiles each and digg in. It's not much work, it's 5 minutes for each tile MAX. We will include the original set, but the new set will be standard.
Open the CPELF mod folder and go to the tiles folder. Ignore the wallsets for now (I'll do the wallsets, but they're mostly ok).
I'll take all the buildings between A to C, so I'll take all the buildings between CPELF_AbbeyofIzil and CPELF_CrystalFoundry.
Move those tiles you intend to change to your my games/elemental/tiles folder. This will put them on top of the workshop.
This is important: SAVE THE SHADOWS. I NEED THE SHADOWS!
I've this suspicion that it'll be mostly my tiles that need pruning...
So let me get started on it.
City cores 1-5
Palace
Mint of Ruvenna (I'm seriously fearing this sucker )
Forts 1-3
Will grab more later.
Okay, I will use the main post to update then. Red means its in need of optimization, yellow means its being optimized, green means it's been submitted.
It would help a lot if you guys could mail the buildings and the shadows, it's a lot easier to get them through one point instead of upload sites. That would be outelf@gmail.com
No, damnit. It takes too frigging long to update the main post.
Just get some buildings according to the alphabet. I got A to C for now, and I'll leave the cores to you oddrheia.
This isn't strictly related to the mod itself, and I'm probably just being a noob, but I can't get the beta mod to work unless I move all the .xmls from subfolders into the main mod folder. Anyone knows what's going on? Is there an .ini file option I need to edit anywhere for the game to read subfolders? Anything else?
Cleaning up.
Oh god you're killing me guys... now I'll have to spend hours updating the frigging main post (curse you main post!)
*laughs* For the record, I'm english alphabet challanged non-native speaker . Never memorized the order of the thing. Can look it up of course, but... looking at the editing mess in the making, let's just either:
a)grab our own tiles as we go
or
heavenfall assigns a block of tiles to each active modder
Just grab what you want. I'll put an update at the top of main post.
Edit: I'm doing the shard buildings, and the wallsets. The main post is up-to-date.
Grabbing everything not already reserved between a and c
Also forget about including shadows. We will just use the high quality shadows. If a player is desperate for FPS gains he will turn off shadows anyway.
Grabbing d to g
grabbing h to m that aren't reserved
There are many great features available to you once you register, including:
Sign in or Create Account