New visitors should scroll to the end of this post, and read the quote containing the original message.
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.
Did the update go in yet? I'm playing around with some new colors for the gobs. I'll let you know when I think I have a winner.
If the EF topic isn't updated, there's still time. So no, it's not out yet.
By the way, if anyone else has any suggestions for new building colours (and you did most of the tiles for that race), let me know.
Edit: Zipping up release now.
Hihi. Got a bit stuck on temple of telenanth tile, and then got busy with other things... should iron out a couple more tiles soon though...
Recent stuff looks great, though! Great job, everyone
Oh... last weekend I played a small map against angels, not the most recent update, but still... didn't get to see a lot of their buildings, but they were building lots of studies, and those looked amazingly good in game! I loved that blue glow on the roof reflecting off the small waterpool. The editor screenshot really didn't do that tile proper justice!
So is the item limit for each tile there to allow any user to play with the mod, or will more robust ones simply crash the game? I ask because my level 7 cities are quite larger and have at least 20 people to a tile, but with just one city on the map, its doesn't seem to affect my frame rate. Anyone have some tested limits they are willing to share?
I really like the Golem city, it looks rather angelic I must admit. Or at least that is how my Sunday school teacher described it. This is shaping up to be quite the city expander.
Keep up the good work!
Tile limit is to keep the FPS reasonable for all players, and cut down work for modders so they don't have to do two different versions of each tile, one "high object count" and one "low object count".
So, not nearly as much time with the editor as I would have liked this week, but I did tackle the temple of telenanth (+arcane, +mana). Besides the cool name it got a good bit of lore and myth attached to it, which I I liked. Got stuck on it for a while, too.
Ignore the kingdom fence, please. I was updating my mods and nuked the old golems folder which had my wallsets and cityhub xmls, along with my reskinned crystals and trees... tiles are safe though. (so is all of the reskinned stuff, as I literaly dived for the recycle bin . Just haven't put them back in yet)
The crystal in the center rotates at the same rate as the white swirls, though I may replace it (the crystal) with either a spiral tower like the labs or something else tall. That star shape took forever and a half for an improvement most of the people won't even probably bother building. Considering current military/civics advantage, I should probably try to come up with military stuff that looks better than arcane stuff, blah.
Righty, so I looked over my checklist earlier, and it looks like I am roughly half way through with the golem tileset, sans build tiles, (which I'm sure I'll regret putting off till later at some point, but this point hasn't arrived yet ). Current plan is to finish all the 'ready tiles', do some polish/check for fixed height/scale issues, and then do the built tiles...
Right now it looks like arcane improvements have some kind of combination of either/or both spiral towers and arcane writing decals/effects, housing/food have different kind of domes, for tech related imrovements I plan to have large amount of crystal and lightening effect to signify some kind of invention/power, and for military there will be spikes/swords/training equipment and such. Rest... well, I'm sure I'll come up with stuff on the go .
Some new military related improvements:
War council (logistics)
I'm a little torn about the swords on the roof. I kinda like them and then I kinda don't . Should I replace them with more sideways spikes, maybe? Try make a flat colored swords effect for roof?
Garrison (training)
Warrior Temple (more training)
Archery range, seige factory, and scion temple left to do in the military category.
I think the swords look cool.
I also vote for the swords being cool. Maybe add some sideways spikes to the Warrior Temple to fit better with the military buildings theme?
Giant statue with glowing swords looks really good.
Swords work indeed. Might suggest increasing their size up one scale tick and move them in to compensate if the hilts stick out. With the tips obscured as is, should not affect the over all look.
For the garrison, if you could get the 2 spiked wheels to rotate (somehow) that would look very cool.
Apologies for my tardiness with the LS cores. I hope to get to them soon. Been really tied up as of late.
Looking good. The final complete set should look amazing.
Yup, can do. I'll keep the swords and play with the increased size, as well as trying out side-wise spikes for the warrior temple.
What I can't do is making the spiky wheels rotate in the garrison . The limitation with of current animations is that no matter around which axis objects are rotated, you cannot specify the exact point around which they rotate... it's always the middle of the object. So I can't make several objects behave as a singular whole... can only make individual spikes rotate whichever way around their own middle point, which completely ruins the illusion of what they supposed to be .
I had the exact same thought that it would be very cool if it was possible, though...
To achieve spike thing rotation, could you use the reference objects to construct an effect, then rotate the effect around its mid point?
The particle cauldron slapped me around every time I went near it, but YOU might be able to do something like that.
I can make a new 3dmodel if you want it oddrheia. What is the name of the object?
M. Agrippa, you give me far, far too much credit when it comes to the Particle cauldron... any time I fire it up, it's a full-blown up war waiting to happen, and I don't win it all that often.
Not possible to make a true 3d object-like effect... all emitters are flat, and while beams can be rotated to construct something akin to a wheel object, they'd suffer the same problem... they'd be rotating around their own middle instead of the composite whole's middle.
Heavenfall, that would be super, super awesome! I'd be able to use that new wheel thing in other tiles for different mechanisms too...
Object name is 'fallen spike 3'
If you could fuse 8 of them together into one wheel like in the screenshot below, you'd make my week .
http://www.mediafire.com/?mk98t7l8tf78wx8
I couldn't get the texture just right, but it's close enough.
OMG! Well done HF. OK oddrheia, lets see it action.
Thanks!!! It's perfect, the grey texture strip looks like it belongs too!
Video here: http://www.youtube.com/watch?v=MOp4f_O2tLU
Will this mod add new pieces to my tile construction set?
What do you mean, seanw3? These tiles will go into the expandedfactions mod and will be free to use for everyone.
Thinking this for Angel Core Level Level 2. Current thought is that, as the core grows, it becomes more and more like a walled church up to a cathedral like structure. Level 1 core is likely to be a simple church and a couple of huts.
What I understood from seanw3's question is that will, for example, that cool turning spiky wheel be something we can use as well? As in, if we turn on the tile editor, will we be able to find the wheel there as one of the objects? (Complete with rotating effect?) I'm wondering that myself. If that's not a correct interpretation, apologies
As long as you guys install the files Heavenfall provided couple posts back (it's a model and a hook up for the editor), you'll be able to see the wheel in the builder's forge and use it when making your own buildings.
To make it rotate you going to have to animate it yourself though (it's an option on the same pannel where you play with object scales)
And as long as the end user has the model in their mods folder (which will be included with the mod since at least one us is using it ), they'll be able to see it in game.
This is my understanding, at least .
Yes, like the elf trees the spikey wheel will be available in the forge.
If anyone has any other requests for minor details like that, feel free to just post here or send me a PM. If you do a picture like oddrheia did ("this is what I want it to look like") I can pretty much guarantee I'll make it.
Howdy, for those still working on slowly generating content for this thread, thought ya'll might be interested in some of the stuff here:
https://forums.elementalgame.com/405103/#2885676
Just a heads up from a booster in the gallery.
I'm guessing people haven't really been doing much for this tile expansion lately, and that's cool. You should never do something you don't want to do in modding.
All I can really say is I guarantee anything that gets completed will be included in the EF mod.
There are many great features available to you once you register, including:
Sign in or Create Account