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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.
It's excellent. I think I'll rewrite the lore so he experimented on a shard or something and built that around it.
Here is the Living_Stone_Beacon_of_Hope. If it passes muster I should have the Build Tile ready for the Sunday package.
In the Tile Editor:
In the Map editor (that doesn't have Dead ground for some reason. Also, as before, the Priest gets a Black outfit. (weird? or what?)
Got my "windows" in too. LOL!
I DON'T THINK IT WOULD HURT IF YOU REMOVED THE WINDOWS!
Seriosuly though... those are literally pillars. Why would you put windows there?
yeah, the skull is above a rib cage that the effect is sitting inside of. You can just make out the edges of the ribs on it. Alternatively i could just have the head and put it in the center of the fire. Getting the effects to save without overwriting each other in the cauldron was a pain though.
archivest and master archivest 1st drafts
Good morning
@John_Hughes - What about using blacked-out windows, like the door?
@HF, do you mean Sunday forum time? Do you only need the tile.xml and its shadow?
Here's the Drota Monument:
Yeah, the release will happen tomorrow some time. I need the xml for the finished, and the under construction version of the building, ad the shadows.
Nice monument. Love the hanging skeleton.
Hello again...
@Heavenfall - I've sent you the files for the Tower & LaborPit
Here's my first go at the Drota Loreshop.
Quoting Heavenfall, reply 153I DON'T THINK IT WOULD HURT IF YOU REMOVED THE WINDOWS!Seriosuly though... those are literally pillars. Why would you put windows there?
They aren't supposed to be windows. They represent the 4 Elements that make up the power of the SoV's who provide theses monuments to the people... sheesh.
I will add the files in a minutes - sans the windows. LOL!
Here is the Beacon Files.
http://dl.dropbox.com/u/8370296/EF_Living_Stone_BeaconofHope_01.rar
P.S. $%#&* I have just over-written the House file.... arrhhgggg. Will attempt to redo for the Sunday publish.
@kronik83
Nice job on both of those. The Lore Shop is a very solid design. How come it doesn't have any "windows" ?
The Living_Stone_House files.
http://dl.dropbox.com/u/8370296/EF_Living_Stone_House_01.rar
First, incredible work on the tiles everyone. These look absolutely stunning. Then, down to business:
Still need help with this? I'm not 100% sure what you meant about the effect, I'm wondering if you mean something like this:
http://www.youtube.com/watch?v=bC8LSI_cSNg
You probably want some kind of animation on it, I guess? I'll be happy to help creating the effect or guiding you thru the editor if you'd like.
Sir_Linque, thanks for dropping by! I have the effect sorted out, though, with the help of Nimbyjester. If you are curious a couple of pages back there is a screenshot of the Master Archive with the lightening effect attached. That youtube demonstration was close how it turned out (differnt renders/colors and zx plane).
Kronik83: Hey... you making me actually like the default empire building components... hated them before. Those buildings look great, very much fitting with the desert hunters culture.
John: I like those a lot more now without the white elements!
Crystlshake: Those look sinister! I like archivists better than master archvists though. Must be the spikes
As for me, I've nothing to show today... Cleaned up the written destiny tile and sent it to Heavenfall along with its built version and plain resource tile. Plugging away at wallsets. Making them from scratch is more difficult than it looks!
Ah, missed that post. Looks excellent, glad you managed to work it out.
Warning! Wall of... wallsets. Actually. Lemme do links instead, this is reeealy image heavy.
In those is the written destiny improvement inside of a city... I'm not sure if in game it'll be in a city or just close to it... but eh. Not enough tiles to fill in the space for a good screenshot otherwise, yet!
Bunch of tiles under construction with basic fence
Lvl 1 city core with basic fence
Lvl 3 city core with advanced (picket... but eh. it's not really a picket) wall
Lvl 6 or 7 capital core with 'castle' wall
I'm thinking of doing a couple more 'variety' wall sections for 'stright', 'inside' and 'outside' sets... especially for advanced and castle walls. The above screenshots are still a little rough, they were more of a test of how the objects align across different tiles into a wallset. And let me tell you... trying to get them to do so without gaps, overlaps and jagged edges is an exersise in frustration if you are building the set from scratch.
So... after I tweak the walls bit more, and finish 2 more optional city cores, this is it for the 'basic' golem king tileset upgrade that doesn't require costum tech tree... (other than a couple of resourse improvements that is, can you tell I like buildings more than resources? ).
I will be plugging away at the rest of the gigantic list of empire tiles to do the complete set, with unique buildings, one per city buildings, resrouces, etc, etc. But, this is kind of outside the scope of this thread. Do you guys want to see how the progress goes, or are you tired of me spamming the images?
I want to see it!
I can only include the basic fence in today's update. The picket/advanced will cause issues since the other factions don't have them yet.
Looking solid oddrheia. A redo of the House wasn't so bad after all. Here is a thought I had for the Workshop. Would like to get some thoughts. Remember though, roofs conceal contents.
Angel Hovel: I'm not thrilled with the idea of them living on the ground, but I'm trying to keep the "organized, tidy stonework" theme going. Suggestions are always welcome.
Place some flowers or something on the ground to cover the empty grass. Otherwise I like it.
That looks amazing as a forge, J_H; I love it! (I may have to steal a bit from it for the angels; I love the layout!)
I haven't been able to make the AI consistently build unique units, so the next update to expandedfactions will be delayed for a few days. Either I've succeeded at that point, or I'll release without that sub-mod.
Looks good Winnihym.
As a compromise to the ground based issue, how about create a upward based sprial staircase theme using the circle in play now, then perhaps place the elevated platform at the center of that spiral with the current center piece sitting on that. If you kept the height regulated to the max. height the center circle provides it should be acceptable.
Idea (visually):
The 8 center circle sections each elevate their own thickness with the 4 building (scaled down to fit) line up same as they do now. Can't tell how high it would get but if below the current high spot, should be OK right?
Winnihym: yup, I agree with John, you can do a pretty neat things with platforms and variating height. The trick is, as he said is to watch your height settings across the board. It would be odd to see a house go higher than a city core, or a warcollege, or a beacon, etc.
Also, you might find this useful... that woodplatform John is talking about... there is another one in the editor with a stone frame around the wood. Flipping it over the xz plane creates a different look with more stone and less wood. Not saying you should use it, just saying to check it out Might come in handy for the future tiles!
Hrm. Lemme give you an example of what variating size and height of platforms can do... this tile was based on the elven command post by kalin. I err.. heavily edited that later for my own use.
So in theory, elevating buildings on beam-supported platforms (smaller platforms if a lot of buildings to lift) can kinda create an illusion of floating above ground, without having them look 'disconnected' from the city.
Okay, I'll play with that a bit. Here's where I'm at now, growing hovel to house. I'm close to max height on the house, though, so that may be problematic. I'll fiddle with your ideas and see what I can do. Thanks!
Hovel:
Hovel Build:
House:
House Build:
Were you folks thinking maybe something like this?
Winnihym: have you tried hooking those improvements up to the TESTBUILDING.xml that Heavenfall provided and taking a look how things appear in game? Might make it easier to make a judgement on which design you prefer once you see how things look when repeated a few times inside the city
I've a gut feeling that with the pattern you have established with previous tiles your first house will fit in better, but I'm usually wrong more times than I'm right, hehe.
Onto golems...
I'm taking a break from advanced wallsets because working on them making me want to delete my whole tiles directory right now. So! Resource tiles!
What have -YOU- fed your resident starving golem today?
A farm
Same farm walled into the city (if it is within a tile distance to the city it gets walled... never payed attention before, huh.)
Experimental farm: played with some crystal retextures... don't know if I just didn't get the colors the way I want yet, or they are fine on their own but just clash too much with pristine white of the tilest
Also kinda running into the dilemma of scales. The farm is fine on its own when outside the city, but when walled within the city it looks pretty darn large. I may lower its fence a little and reduce the waterpool size to fit it better... OR I'm going to have to redo city cores and make their fences taller. But that would mess with the wallsets, because then I'll need to make those taller too.
Or maybe it's all moot point because I'm comparing a silly farm against a lvl 1 unimpressive outpost and it will mesh fine with a lvl 3 and up.
Thoughts?
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