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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.
Took a look at how kingdom farm+core look, sizewise. Looks like my lvl 1 and lvl 2 cities got a too low of a fence issue. It's not the farm that dwarfs them... well. The pool size contributes. Reduced it. Made the built tile. Will fix up core 1 and core 2 and see how they look back to back with a farm. *crosses fingers*
Oh. And I know I haven't been showcasing a lot of built tiles, I just don't think they look interesting enough. But.. the idea I had behind my built tiles is that the golem city is mechinized to the point that it builds itself. Or well.. have golem controllers in the wired tunnels somewhere underground directing the process... thus some mechanical spikes protruding from the ground now and again in the ready city... anywawy. Enough explanations...
Example of a built tile: Farm
Edit: All well that ends well! Reworked the fence around the city cores a little. Looks a lot better. And! Uses less objects!
Early city + farm
Heavenfall: Please ignore the city cores I sent ya... the basic fence tiles included into that .zip are fine. City cores are getting a facelift, though.
Hey, you didn't mail any wallset yet. Your latest mail didn't have attachment. Was that intended?
Love the farm.
Were you folks thinking maybe something like this?
Yup, just use smaller buildings (hovels) and thin down their base platforms. I would pull the tree and put that nice crystal center piece back in perhaps, elevated half way up the center, or on a thin column even.
Looking good though dude, your call.
Forgot to add the attachment . Even better though. I'll just send you updated versions later today. By the way, thank you very much for the tutorial for reskinning existining models. I did the crystals, and while I am yet to use them anywhere I've ideas . Emerald palace and Order of Draginol come to mind. And shard structures. Didn't want to bother you with requests I may or may not use, so I did them myself, hehe.
Cool, that's what its there for.
@ Winnihym: I like the angel spiral elevated housing. Have you considered changing the lower level tiers / steps from the generic building they have now to make it more settlement like? I am picturing lower tiers having gardens of potted plants / food, mid teirs having benchs / outbuildings with only the top 2-3 teirs / steps having actual houses like are currently on all of them. I think shorter / smaller objects on the lower tiers could add a real visual element of "height" while allowing you to stay within the larger absolute height boundaries of other city tiles.
This would also provide an easy upgrade path to house. I like what you did with towers and sky bridges, but I think your current "house" looks a little dense. You could upgrade the housing on the top levels of tiers to be towers with skybridges connecting the levels, maybe of the type so that level 3 top of one tier connects to level 2 of the tower next to it? Could also upgrade the lower tier's stuff, add another tier of housing so they are on top 4 steps, etc.
I really like the look you have going for the Angle's overall, just wanted to post ideas I got looking at your designs. Cheers.
Emerald palace
Got one you can look at for inspiration if you'd like? (blatant self promtion of a spare tile I did of course)
I'd like to try the Drota hovel as well. A simple tent-based home is my idea so far. I might try the archivist if Kronik doesn't want to do them. Could someone explain to me what the archivist does?
Oh wait, is it the "library" building?
OK, even more blatant. Here is a pic. I imagine it in a more "crystal" form...
Added you to the hovel, arcelemenent. If you want the archivists, let me know
That's some seriously cool tile, John . Looks like something out of fairy tale.
The emerald palace though, for all its grand name and being a unique lvl 5 improvement, is a 1x1 tile. It's going to take some effort to make that sucker live up to its name. Guess I'll be building up, since there is no space to go sidewise...
Also, made the orchard. Why go through the trouble to suck all the life out of land plunging it into eternal winter and then cultivate green stuff? Bits me, but I'm pretty sure nobody asks golem king those kinds of questions
In front of the city and unbuilt crystal mine improvement (passed my scales test )
Top-down view:
Edit: question. Is there a way to hide default kingdom , empire and quest tiles from the editor? I already zipped cpelf tiles so I don't have to go through extra 60 of them when trying to open a particular one. I tend to make 2 or 3 versions of the tile before I like it enough, and I've got a few 'doodles' in there too, so navigating through the mess is a nightmare.
Also, any way to make font smaller? With ef_uu_golem_ tag in front of the tiles, it cuts off the names endings for, say, wallsets. A real pain when trying to load those for editing without being sure if it's _picket_outside_01 or _picket_outside_03 etc.
Very cool oddrheia. A real neat thought I had on first view was if it was somewhat reduced, had a floor and then it looked like a "Hanging Basket" type Atrium.
Well, the dome shape is going to show itself again in several more buildings (not too many, so it doens't become too repetitive, but some). And there are more food storage tiles to go through...
Edit: ArcElement: Archivist is a a basic building for tech research. It upgrades to Master Archivist later.
Why go through the trouble to suck all the life out of land plunging it into eternal winter and then cultivate green stuff
My thought was based on this tidbit. Why indeed? A non ground based, just off in fact, greenhouse would resolve that question with ease.
But it is a greenhouse! It's just groundbased/floorless because I'm trying to watch object count and dislike most of the decals
Edit: tried it with a decal to make it more greenhouse-like. Thinking I'm going to have to take my words back. They are useful in some cases.
John, like it better?
Quoting oddrheia, reply 191But it is a greenhouse! It's just groundbased/floorless because I'm trying to watch object count and dislike most of the decals Edit: tried it with a decal to make it more greenhouse-like. Thinking I'm going to have to take my words back. They are useful in some cases.John, like it better?
I do. Perhaps the wooden (single) peice disk would make a nice off ground floor....
@oddrheia -I like the resource tiles. The crystals on the farm is cool. It brings some color into the white surroundings of the golems, and it would fit great when part of a city!
@Heavenfall - Can I try the City Core for the Drota? Is there any rules to follow when making this tile? It has 7 different levels? Or was it 5? What about the 32 object limit?
I would like to have ago at the wall sets too, but I have never tried this.
Is this in HF's 'Guide to modding in Elemental'?
No, it's right here: https://forums.elementalgame.com/398314
Granery (behind the farm and near labor pit)
And I tried wooden disk on orchard... didn't like it... the dark wood takes too much focus in the tile instead of being -just- a floor. Looks good in the editor, but kind of off when placed near the city right now. Might experiment a bit more with it being a slightly larger floor underneath the water square that doesn't quite reach the border of the greenhouse... but... I think I like that tile with just a dusty ground decal under (the previous screenshot).
kronik83 I'd like to complete all the buildings in phase 1 before moving on. oddrheia is special because... well because he's done twice as many tiles as everyone else put together.
You guys keep referring to me as a he, add an s before h, darnit .
I also made a fungal storehouse (another food related improvement). Two of them in fact, and I can't decide on which to keep. Which one you all prefer?
V1 (that water pool to the right is part of inner wallset, not part of the building)
V2
Initially I put a dome around there to keep the fungi ickiness from spreading over the city, but it looks nice without too, I think. Both under 35 objects, though the v2 is obviously less than v1
I like the first one.
1st one.
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