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Guidelines
Current Tilers/modders/contributors/gentlemen/gentlewomen:
ArcElement2002WinnihymcptcaseycrystlshakeJohn_Hugheskronik83oddrheia
- First and foremost, the goal here is to provide the player with a graphically different image that should be "pleasant" (in the sense that it adds to immersion, not the other way around). If you feel that you can't do something that looks good with the guidelines, then you shouldn't do it. What I'm trying to say here is that the most important thing is that we end up with tiles that look good. Quality is extremely important, and it is a requirement (as are the other guidelines). Every tile will be up for discussion in this thread (post images), and I would appreciate it if everyone helped comment with positive criticism on each others tiles.
- Every tile requires two versions - one "under construction", and one in its completed stage. The "under construction" version of each tile should be significantly different from the finished version (you should immediately be able to tell that it is under construction). The "under construction" version does not have as high a quality requirement as the finished version. It is assumed that if you complete a "finished" tile, you will do the "under construction" tile as well.
- Color schemes will be rigidly followed. See each race below for the exact colours used for the buildings. Stay away from models that clash with these colours - you'll have to check for yourself, but a few models have colours that can't be changed. For example, if you're building a black city with the Living Stone, then white pillars are out of the question. Set the colours in the workshop, and you will see what models can and can't change.
- Keep in mind that most of these buildings are "repeatable", that is, the player will place several identical buildings right next to each other. Please try your hardest to minimize the negative impact this has on the visual experience. For example, placing a bright red flag in the top right corner will look extremely poor when the player places 10 next to each other. Broadly speaking, stay away from overly distinguishable models that clash with the color of the faction. With that said, this is obviously a very "gray" area and I only ask that you try your best to accomplish this.
- Also be careful to not divert too much from the previously established tiles of the faction. Remember, we are only doing a handful of the 50+ buildings each faction has available. It is important that the new design looks like it COULD have been made in that city. For example, if I am designing a new study in an elf town, I should be using trees and wooden buildings. With this said, again, the goal here is to create something that is visually distinguishable from the standard designs. I know I'm being very vague here, but be aware that you can go "too far" in either direction. This guideline will be mostly up to every tiler to discuss with each other.
- In addition, - Only one pedestrian may be placed on each tile (three may be used for 'under construction' versions) - Only one effect may be used, and it should be a detail in the tile, and should never "draw the eye" of the viewer - Ground decals may only be used if they are a significant part of the building. For example, see the elf school. If you want to add a new decal, that is doable. Stay away from general cobblestone usage and such, it looks very bad. - No design may contain more than 35 objects. Use them wisely. In particular, try to avoid "useless crap", which is stuff the player won't ever see (models hidden under other models, models too small to see without zooming in as close as possible). - All tiles should be 1x1 for the first stage of this expansion (no exception - make sure you select 1x1 in the workshop and stay within the YELLOW square) - Try to create designs that use as much as possible of the space in the tile, up to the edge. Avoid "inorganic" walls on the tile. - Make sure that you are using the correct environment for the tile. Environments are listed under each faction, and you change it in the Options in the workshop. This is because environments do change the colour on some models. - Scale: Look at other buildings of the same faction.
- The actual buildings in a tile must use the setting below for height placement - fixed height (see screenshot). This is so that the building parts do not go out of sync due to tiny environment changes. Fences, trees, rocks and such things should NOT have fixed height (unless they are the building).
- Each tile must be sent WITH THE SHADOWS. For the elf community project I had to re-save every tile without shadows and it was a total pain in the ass. Shadows are placed in the /tiles/shadows/ folder.
- DO NOT CHANGE THE FILENAME OF A TILE WITHOUT TELLING ME. IF YOU CHANGE THE FILE NAME TO SOMETHING OTHER THAN WHAT YOU SAVED IT AS, IT WILL NOT FUNCTION.
- Naming policy - please name your tiles close to something like EF_UU_factionhere_buildinghere and add _build to end if its the "under construction" version. For example, for the angels' study that is under construction, I would name the file EF_UU_angels_Study_build
- If there are any extra models that you feel are needed to complete a certain design, let me know. We can add more to the game, but it takes time to do so.
Asset: TESTBUILDING mod: http://www.mediafire.com/?ci39h3iu0l3l2ad
This is just a 1x1 building that can be built by any faction, and increases prestige by 50 and population by 300 in the city it is built. It is included so that you can test your tiles' appearances in a city. If you wish to test your tile with a city, open this file and replace the following lines
<TileDesign>F_Hovel_02</TileDesign> <ConstructionTileDesign>F_Hovel_Build_02</ConstructionTileDesign>
so that the tags contain the name you saved your tile as.
Uncolored 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.
These colourcodes describe how you get the right colours in the builder's forge - left from right means top to bottom in-game. For example, the drota have the <BuildingRoofColor>230,150,15</BuildingRoofColor> and this would equal this screenshot:
For citycores, the limit is 100 objects and 4 pedestrians, 2 effects
Each race requires at least 5 different cores,
core1 represents the beginning stages of building. It is what the player sees for the first 8-9 turns before he hits the cap in the city at level 1core2 represents the city after its beginning stages - what the user sees at the cap of level 1, and level 2 citiescore3 represents the "average town", you'll likely see a decent form of wall around this, it is used for level 3 citiescore4 is the stage between "average town" and superfortresscore5 is the last stage, the superfortress. This building should be quite large in height, so that it sticks out from the other city buildings.
Angels (environment:grassland)White temple-like buildings in a lush forest. Not swampy. Avoid specific religious symbols. <BuildingPrimaryColor>200,200,200</BuildingPrimaryColor> <BuildingSecondaryColor>200,200,200</BuildingSecondaryColor> <BuildingRoofColor>200,200,200</BuildingRoofColor>Study (Winnihym)Library (Winnihym)Arcane Lab (Winnihym)Hut (Winnihym)House (Winnihym)Beacon of Hope (Winnihym)Workshop (Winnihym)citycore1 (Winnihym)citycore2 (Winnihym)citycore3 (Winnihym)citycore4 (Winnihym)citycore5 (Winnihym)Living Stone (environment: dead)A race of living stone, they would be suited best to live in rock formations that resemble kingdom buildings. Avoid lava-pits and such. <BuildingPrimaryColor>50,50,50</BuildingPrimaryColor> <BuildingSecondaryColor>25,25,25</BuildingSecondaryColor> <BuildingRoofColor>100,100,100</BuildingRoofColor>Study (John_Hughes)Library (John_Hughes)Arcane Lab (John_Hughes)Hut (John_Hughes)House (John_Hughes)Beacon of Hope (John_Hughes)Workshop (John_Hughes) citycore1 (John_Hughes) citycore2 (John_Hughes) citycore3 citycore4 citycore5Death legion (environment: dead)Demons with slaves worshipping them. Avoid large demon statues as they will stand out when the building is repated (as ornaments they are ok, and as monument large demons are ok). Buildings should aspire to be "poor" and "twisted". <BuildingPrimaryColor>0,0,0</BuildingPrimaryColor> <BuildingSecondaryColor>0,0,0</BuildingSecondaryColor> <BuildingRoofColor>0,0,0</BuildingRoofColor>Tower of Dominion (crystlshake)Monument (crystlshake)Hovel (crystlshake)House (crystlshake) Archivist (crystlshake)Master Archivist (crystlshake)Loreshop (crystlshake)Laborpit (crystlshake) citycore1 citycore2 citycore3 citycore4 citycore5Drota (environment: desert)Desert-living hunters. <BuildingPrimaryColor>140,120,100</BuildingPrimaryColor> <BuildingSecondaryColor>80,60,40</BuildingSecondaryColor> <BuildingRoofColor>230,150,15</BuildingRoofColor>Tower of Dominion (kronik83)Monument (kronik83)Hovel (ArcElement2002)House (ArcElement2002)Archivist (kronik83)Master Archivist (kronik83)Loreshop (kronik83)Laborpit (kronik83) citycore1 (kronik83) citycore2 (kronik83) citycore3 (kronik83) citycore4 (kronik83) citycore5 (kronik83)Goblins (environment: dead)As much as I hate to admit, I didn't have a clear line of thought for these bastards. They're smart, evil and backstabbing. Think DnD, not warhammer. Their buildings should appear as "make-shift", and certainly never look like they were designed. But they also do not live in rubble, although rubble surrounds their buildings. <BuildingPrimaryColor>140,120,100</BuildingPrimaryColor> <BuildingSecondaryColor>80,60,40</BuildingSecondaryColor> <BuildingRoofColor>230,150,15</BuildingRoofColor>Tower of Dominion (cptcasey)Monument (cptcasey) Hovel (cptcasey)House (cptcasey) Archivist (cptcasey)Master Archivist (cptcasey)Loreshop (cptcasey)Laborpit (cptcasey) citycore1 (cptcasey) citycore2 (cptcasey) citycore3 (cptcasey) citycore4 (cptcasey) citycore5(cptcasey)Golem king (environment: winter)As golems most likely built these buildings, they should be "flawless" in design (the opposite of goblins). No pyramids. Be careful not to place plants or trees, unless they get coloured white by the winter environment. Do not place snow, unless you are placing a larger pile of snow (in that case, use stones, or white flower stacks). <BuildingPrimaryColor>200,200,200</BuildingPrimaryColor> <BuildingSecondaryColor>200,200,200</BuildingSecondaryColor> <BuildingRoofColor>200,200,200</BuildingRoofColor>Tower of Dominion (oddrheia)Monument (oddrheia)Hovel (oddrheia)House (oddrheia) Archivist (oddrheia)Master Archivist (oddrheia)Loreshop (oddrheia)Laborpit (oddrheia) citycore1 (oddrheia) citycore2 (oddrheia) citycore3 (oddrheia) citycore4 (oddrheia) citycore5 (oddrheia)Lost Souls (environment: dead)What buildings do ghosts live in? Heh. Alright, these are members of an old traitor-kingdom that is now following the logic of the empires. Run-down kingdom buildings that now look empire would be awesome - but they should not be ruins (doesn't make sense, why "build" ruins?). <BuildingPrimaryColor>100,100,100</BuildingPrimaryColor> <BuildingSecondaryColor>100,100,100</BuildingSecondaryColor> <BuildingRoofColor>100,100,100</BuildingRoofColor>Tower of Dominion (ArcElement2002)Monument (ArcElement2002)Hovel (ArcElement2002)House (ArcElement2002)Archivist (ArcElement2002)Master Archivist (ArcElement2002)Loreshop (ArcElement2002)Laborpit (ArcElement2002) citycore1 (ArcElement2002) citycore2 (ArcElement2002) citycore3 (ArcElement2002) citycore4 (ArcElement2002) citycore5 (ArcElement2002)
original post:
Decided on creating a separate thread instead of using the ExpandedFactions thread, so noone misses this.
tiler - a person who creates building designs in the in-game workshop
I'm looking for a few dedicated tilers to join me with working on the ExpandedFactions mod. I want the factions to become more diverse in how their buildings look, but I don't have time to do it myself. The ExpandedFactions mod is currently entering its second phase with the aim of adding unique units to each faction (which will be my main project).
Our first goal will be to create new designs for all the "basic" buildings for each faction (study+library, arcane lab, hut+house, beacon of hope, workshop). The tiles for the Elves have already been completed in the Elves community project.
Second goal will be to create new designs for all the cityhubs for each faction.
Third goal will be to create new wallsets for each faction, starting with the default wall and moving upwards.
I'm not looking for people who only want to do one or two tiles for this one (it's not a community project). I'm also not looking for people who don't enjoy modding, or think this would be something fun worthy of their time. There will be strict guidelines, and the demands on quality will be high. On the other hand, the timelimit will be very open - the project will be on-going until completed.
If you would like to help out, send me a private message and/or post here.
First one as well but with non-crooked walls.
First one it is .
And John, I swear it's not my intention to always be contrary, but I like the crooked fence better than stright one for this building. It creates a better illusion of roundness, imho. Stright version of that fence works well on bigger tiles since when trying to make a circle angles aren't as noticable there.
Take a look, storehouse with stright fence vs crooked fence:
I think, what I'm going to do is make a bunch more tiles, put them more in a city and see how it all meshes. I'm keeping both stright and crooked fence versions, so I'll put in whichever fits in better then. It's all work in progress, after all
Speaking of which, I reworked shanty a little. Made the beams thinner (on par with other improvements, since the beams used to stand out too much) and made its geometry better. I'm guessing you'd like to see that with stright fence as well, John?
And lastly, Isildar's Bounty improvement: (unique, 100% food production, found through adventuring/domination tech, supposed to be magical soil from the first age that enchants food growth, recovered from Isildar's notes. Lore-wise, Islidar was the legendary farmer who is said to have created the first fruit orchards in the world and the tech that grants that improvement is called Order of Isildar, so I went with the idea that there is a whole order in the Empire dedicated to recovering Isildar's knowledge, and made the improvement to serve dual function: a shrine to Isildar and a storge of soil on the shrine's platters.)
Sorry HF, I thought I posted this Tile but I see it still listed as in-progress.Beacon of Hope Tiles.
http://dl.dropbox.com/u/8370296/EF_Living_Stone_BeaconofHope_01.rar
I am updating my own local copy to see how it looks.
Got it now!
So, trying to expand on my Angel House/Hovel. What are folks thoughts on this? Is this a house or a hovel (in other words, do I work to make this more majestic, or less?)
oddrheia, those tiles are looking amazing, way to go! I vote for V1; much more "arcology" look to it. Someday, you'll need to post a tutorial on what those components are to achieve that look.
Looks like a nice house to me.
@oddrheia: I vote V2; having a unique per city building without the dome helps it stand out more where it IS used as an architectural piece. More and different colored mushrooms though, I like the theme where the Golem King food stuff has color to liven the cities up and add contrast.
@Winnhym: I like it & vote Hovel; also maybe loose the roof pedestal effect and put a garden or pool? Could a waterfall be coming from the roof down the side of the building? Maybe it could terminate in the pool on the lower tier with its position flipped to the other side of the stairwell?
Definitely not a hut (hovel). Angels may be majestic, but they lost everything in the cataclysm just like everyone else. They start from scratch. Looks like a great house.
No worries HF.
Is ArcElement going to do the Archivist/Master Archivist?
@Winnihym - It will be a cool house.
@oddrheia - Crooked fence for the storehouse I think.
Hi Kronik83,
I was wondering if you were going to do them Go ahead! Maybe I'll sign up for the house and hovel for Lost Souls (as no one seems to be working on them). Should be interesting...
To confirm, I'll do the Lost Souls hovel and house too, but what I was wondering was how do we do wallsets? Do we create them in the tile editor by just, say, creating a fence horizontally, vertically... etc? Since the game seems to automatically generate them around the building tiles, is it just a line along the edge of the tile? And do we use 1x1 or 2x2 tiles? I'm not saying that I"m working on wallsets yet (I'll wait until we move to that stage) but I'm curious. Thanks.
M. Agrippa, looks like you are being outvoted on the storehouse, sorries! I definately see your point though, I was undecided with dome vs. domeless version for a reason . No go on more colored mushrooms either, I am afraid. The ones I have provide the best contrast unless I start using flower/spike plants, which I'd rather not, since they are already in orchad/apiary and may make an appearance at the refugee camp and oasis when I get to those. Other available mushrooms are bland brown. Didn't like the look... I have 5 versions of darn storehouse tile sitting in my tiles folder now too, haha.
The more I think about it though, the more I like the idea of domes being more of a function rather than a decoration. Greenhouses, contamination chambers, etc, etc. In relation to food-producing tiles especially. Not to say they don't look good, but its nice when form follows function.
Winn, take another vote for the house here, not that it matters, hehe. I mean, if it was a hut, it'd have to upgrade to a full blown palace . And thank you for encouragement, it's nice to know people like the way the tileset is shaping up! I'm not exactly sure any of that stuff is worth a tutorial since it's mostly about selecting 1-2 objects and carefully rotating it around the planes while matching the alignments. Just takes patience... I could send you a couple of tiles to deconstruct and look at if you like.
Speaking of tiles, here's Apiary: I retextured the apple trees for winter appearance there. I think the result is nice, even though I don't want them inside of the city. It'd make it too lush. The ever-invading pines from the wallset/winter surroundings are already more than enough, hehe.
Huh. Looking at screenshot looks like I forgot to fix the height on the beams. Grr. Those irregularities on the circles, they shouldn't be there. And... the building elements are doubling up... ugh. I took a lazy way out and overriden the default empire tile improvement in the program files for quick demonstration sake. Maybe I shouldn't have done it!
Well. I think this will be my last update untill friday. I've 2 non-hobby related project deadlines creeping up on me and those need to be dealt with . Enjoy a couple of days without my spam
P.S:
Arc, when I come back I'll put up a small illustration on how the different parts of the wallsets align. You basically have a variety of stright (long lines in game), inner (kinda diagonal connector section) and outer (outside corner in game) wall section tiles that repeat themselves over and over (there can be a lot of versions of each, but they should have a certain connecting point to avoid creating gaps and jagged edges). Oh, and there is a gate tile. Gate is 2x2, if I remember correctly while wall sections are 1x1.
The easiest way to do wallsets is to open up default kingdom or empire tiles and take a look how they done them, though. Making them from scratch takes a lot of time.
Quoting Winnihym, reply 205So, trying to expand on my Angel House/Hovel. What are folks thoughts on this? Is this a house or a hovel (in other words, do I work to make this more majestic, or less?)
Gotta say House as well. Agree, lose the roof piece and a nice quaint little waterfall would be sweet.
@oddrheia
I like the Apiary, it could use some Bees buzzing about if they aren't yet. Anyway to "lighten" up the hive skins. That one is a stark contrast to the theme...
oddrheia I'm going to do a full wallset overview when the time comes. If you want to do it, that's great, but don't make it "basic", make it "complete" if you do. (just trying to avoid either of us wasting our time)
Hide your children!
OK, 2x Archivist tiles on the way...
DO NOT CHANGE THE FILENAME OF A TILE WITHOUT TELLING ME. IF YOU CHANGE THE FILE NAME TO SOMETHING OTHER THAN WHAT YOU SAVED IT AS, IT WILL NOT FUNCTION.
Hi Oddrheia,
Cool thanks! Wallsets do seem to involve a lot of work indeed.
By the way, if no one's signing up for Lost Souls, I'll do the rest of them.
I like the dome look for the food resources.
alternate version of master archivest (with the side spikes of the normal archivest and changed roof (preference?)
original for comparison
loreshop build tile
archivest build tile
tower of dominance build tile
crystlshake - It looks great! Just one thing, some of the props you used seems to have some part of them extending over the yellow border-line of the 2x2 tile? Or is it just like this when taking a screenshot in the editor?
*sighs* I know I said I wouldn't post for couple days. And I wasn't planning to! I was tackling some reading, happily making some porgress on -other- stuff than tiles, and then I had an idea. And it wouldn't leave me alone untill I sat down and built it. I tried! Now that it's out of the way, maybe I can finally get some work done, sheesh!
Castle, surrounded by 3 'slums' tiles. (Can we call slums something else by the way? Community? Efficient quarters? Anything? And may loose the sword from the gateway, too.)
And castle's little brother, fort: (castle upgrades the fort)
P.S. Crystlshake, I like one with the spikes. Just personal preference, though, up to you!
Heavenfall: About the wallsets - okay, I'll do a write up by monday-ish, or maybe during the weeked.
Off now! Pretend I wasn't here
Yes, we can call them anything, but only since they're the golem king faction and they will have a unique tech tree down the line. Right now, the user will see shantys from all factions when he researches efficient living. Changing one of those names would just be confusing.
Great stuff crystlshake, you're really making it appear like demons live there.
good eye, ill double check all of my borders and do the placement tests on the ones Ive finished. I prefer the spikes as well. Ive got a solid idea for the monument but ill have to take a closer look at the default labor pit and mess around for the labor pit, as Ive only got a vague idea of what I want to do with it (somehow emphasize the slave aspect). The golem castle looks amazing.
Ok, here is that last on the Living_Stone List. The Workshop files.
http://dl.dropbox.com/u/8370296/EF_Living_Stone_Workshop_01.rar
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