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.
Cleaning up.
Great work everyone. I definitely want to contribute to this soon.
By the way, are we going for Rivendell-esque elves, Mirkwood-esque elves, or Lothlorion-esque elves? Because some Elves would live only in tree platforms, while others use forest ground cover as their home, and others build actual buildings. It seems like we have contributions from all three types.
@ Johh_Hugnes I'd say that's an excellent Refugee Camp. Would you agree?
@GaelivVigil
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. It also means that you should stay away from unnatural-looking stones, like stone walls. 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.
Alright, Heaven, I'm a tad confused. I love the monastery you posted but noticed that it has more than 30 doodads that aren't npcs placed just on what's visible without scrolling over to see the rest. Are you going to have to try to scale it down to get below 30 or am I just terribly confused as to what counts as models? I'm asking because I think I need to scale down the Pub but am not sure at all.
Ah, okay, didn't see that. So it sounds like we have some freedom here.
By the way, thanks for this thread and your motivation to do this. This is a fantastic way to get work done faster, I'm so glad you came up with this. I hope people follow your template for other faction mods. Excellent, excellent idea.
I must make one suggestion though. Is there a link somewhere with screenshots of all the default kingdom buildings? I suspect that not everyone is completely familiar with what the default assets look like (particularly buildings and resources). I know I'm not. It would help to give us a starting point when designing the new tiles so we have a general sense of it's purpose.
It's really a guideline. Here's the deal... the number of models don't matter at all. What really matters is polygons. Every time your gpu has to render a polygon, it takes a bit of time. Now let's say you've got a building with 100 polygons. And you've got a box, which is 12 polygons.
So if I place 35 buildings, clearly that will require a lot more gpu power than 35 boxes. Now, in the monastery case, I used a lot of boxes (the roads and the water channels and the hedge walls). I would hazard a guess that the two buildings (two models) probably use more polygons than all the other models combined. The roads also have a reasonable LOD fade level (which is how far you can zoom out the camera before they disappear), while things like trees and buildings will stay on screen even at maximum distance (bad).
So in reality, it depends on a few factors (like opacity, polygons and LOD fade level). But in practice, it's easier to say to the rookie modder to use no more than 35 models, because then we can be sure that he's not going to place 35 buildings, and his polygon count will be reasonable.
@GaelicVigil not as far as I know. I usually take a look at the kingdom tiles in the tile editor before I start, though.
GAH! I didn't save the monastery file...
Oh no . Were you playing and then tried to load? I know if I load a game before I go into workshop it doesn't show any of my files and I have to restart.
PS. What is a good site to load the files to?
Here is the Elf School...
WIP:
Complete 1:
Complete 2:
And the file:
http://dl.dropbox.com/u/3878578/Elf_School.zip
Very nice. I took the small liberty of adding some of the other tree types to the tile. Just so it flows better with other tiles.
No, I just straight up forgot to save it. Oh well, I rebuilt one (with less models!).
I prefer mediafire.com , it's quick and painless.
no real design objective here... perhaps a command post?
A command post needs to look more like a city building. Maybe a scenic view, but that's 4 tiles and quite a bit bigger.
I like John_Hughes's tile as a house tile
Here is something I am working on, maybe you guys could tell me what this could count as and what i could do to make it better.
Neroir, while John Hughes' house is cool, if you read through the original post we're going for elves that live in buildings not huts.
@fairwater my first thought was watchtower, but we already have one. Maybe it could be adapted to look like a granary? Possibly a tower of ereog, but then it needs some magical flair.
I could try layering the columns in green windows and emit a soft glow from them. I will play around with magical effects.
Heya, guys! Here are some shots of the arcane lab. Haven't done the 'being built' tile yet, but that one is quick work if the actual lab doesn't get axed .
Front:
Top-down:
Side:
Other side:
If this one a go, I'll do a 'WIP' tile, and then do temple of essence, maybe?
oddrheia that looks awesome, that's the kind of duality between forest and city I think looks great. How would you feel about moving it to another tile, though? It's a bit impressive for a study (which every city will have). Or possibly reducing the tower part by about 33%.
Spontaneously I feel that would make a great temple of essence.
I had a tad different idea for temple of essence that I'd like to try (similar execution, just a tad different), but if you feel like there is a building that would benefit more from this tile, reassign it. I could also just take the top tower off, and use a dome-like building for the top part, so it won't be as high (slightly above the archway) and it would look more 'common'. Lemme do it now, will post screenshots in ~15.
A very well constructed HUT.
I had hoped to have subsequent tiles that form a more Village look. I guess it would be somewhat Rural...
Shorter version:
Hm. I'm looking at it and not liking it I think the higher tower really went a lot better with the rest of the tile, composition-wise. So! I'm going to do a few things:
1) I'm going to tell my inner perfectionist to shove it, and finish the previous version with WIP tile and let Heavenfall use it as Temple of Essence as he feels it would fit it.
2) Release the hold of Arcane Lab for other folks to take a stab at.
3) Claim Abbey of Izil as a next tile to work on .
@oddrheia Updated!
@John_Hughes still need that updated link!
Edit: Got the link, John_Hughes. I added it as refugee camp, for now. If you feel that is not acceptable, let me know. My reasoning behind doing that is two-fold. First, the building covers 4 tiles. That means I can't use it for anything that uses 1 tile. Secondly, I think it doesn't look "city" enough to be a hut. We have to remember, not everyone gets the house research.
No worries Heavenfall. If it can be used great. I will take the CITY usage into account next time out.1 tile you say, hmmm.
@oddrheia
If you lower the arch, that may help the scale. I really like the original though. Great concept.
Put me down for the Iron Mine. I will give that a shot if it is OK?
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