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 How to use new tilesets in toolset

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DM An-Marcach
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PostSubject: Dragonlance-tilesets   Fri Jun 13, 2008 3:04 pm

Hello,
I also got a little bit into building. Motivated by DLCO I added CRAP and CEP2 and I did find quiet a few of the DLCO-sceneries (mountains, gates, the travelwagons, the watermill,...), BUT I just can not find your awesome Solace-parts, Inn of the Last Home or Qualinost-tíles!!!!
I found tree-platforms in the mountains-rocky-set, but they don't look like Solace!
Since I see them on DLCO, they must be somewere within thes hak-packs, or am I wrong?
Can anybody tell me, how to get them? Or am I just looking at the wrong places?

You can also mail to: LittleEyeWinkGames@web.de

Greetings,
Black Rider

P.S. I only want to create little single-player-modules, no servergame! So you don't have to worry to find another created Krynn like DLCO! I am serious!
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Ice Elemental
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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 3:22 pm

hi,

those solace vallenwoods are made from scratch using a technique of mine. each tree is made up of dozens of placeables including Big Tree, Evergreen Canopy, Log Cabins, Floor Grates, Fallen ladders, etc....

most of the unique things you'll find here were made with much the same technique, the melding of many placeables to get the appearance of something else. its not something that alot of other builders will do as it means taking alot of time just to figure out what will look right, and of course, using many placeables to get the look of just one bigger thing, making for lagg.

basically i placed several placeable large trees together, positioned and rotated them quite a bit to make them appear as one tree, cap it off with tree canopies to get the over reaching foliage effect. then i took regular log cabin placeables and figured out a proper height, used the x y z co ordinates to elevate them all to proper heights, same thing with walkways, which are just fallen ladder placeables, once again, rotated and elevated to appear as a walkway. it was painstaking and had to be done over and over again to get them to look as if they belonged that way, but it can be done. one tip i can give you is, don't left click on elevated placeables, that will move them back down to their original ground level, use the right click instead if you want to make changes to their xyz co ordinates. also, make a template, once you are happy with the melded creation, copy down all the co ordinates, especially the height co ordinate, that way you can just enter it into the proper field for every other placeable you want to have at that height. some placeables rotate in weird ways, like long thin ones such as the fallen ladders, they rotate only at one end so once again, trial and error and really the only way to get the look your after.

same thing with the high clerists tower walls, the walls are stacked to appear as one large ultra high wall, then with smaller walls laid in at proper places, elevated and rotated to come flush to the larger walls, to give the appearance of inlaid stone fixtures. stacking is easier, just get your camera view to look straight down on the thing you want to stack on and eyeball it as best as possible.

the best way is to play around with placeables and trial and error will lead to the proper placement of placeables to appear as things they really aren't. it does take an incredible amount of time though, and of course large amounts of placeables used this way tends to make the area itself laggy, but in the case of areas like solace, the look just had to be right so its worth it in my opinion.

samm

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DM An-Marcach
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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 3:33 pm

Hello again,
and thanks for this little "tutorial". I didn't know, you could use placeables in such a creative way! Well, I guess, I'll give this a try during my summervacations since it seems not to be a lunchbreak-thing Very Happy !

Again: It looks and feels great!
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Ice Elemental
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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 3:34 pm

forgot...lol

the mountains and hills are made this way.

make a regular elevation using the tileset, then use the hills option along the elevation, it smooths out the ridge you normally get and is very tweakable, so you can have ridges running into smooth hills and so forth. the actual hill option just makes a pyramid type rise, it can be made pretty cool but i find it kinds looks unnatural.

samm

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Pierre Trudeau
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DM An-Marcach
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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 8:06 pm

Couldn't resist! Wink
First steps taken... Very Happy

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Ice Elemental
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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 9:25 pm

thats excellent man, thats exactly how to do it, i used about 8 of those large trees and then added a canopy on top of the houses, also a few windows placed on the log cabin cage a great "real house" feel.

of course there is so much missing that would have made them look 1000 times better, the winding walkways leading up and all that, was thinking of placing some sort of flat thing, like a grate or something but never got around to it. they did something like that in some other krynn server, was pretty cool.

awesome stuff man

samm

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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 10:25 pm

This is the order of the .hak packs and .tlk files for correct usage

crap312_168_top

crpbase312

crpcity

crpdungeon

crprural

crpwilderness

cep2_top_v1

cep2_add_phenos2

cep2_add_phenos1

cep2_add_sb_v1

cep2_add_tiles

cep2_core5

cep2_core4

cep2_core3

cep2_core2

cep2_core1

Make sure the tlk is crap312_168.

samm

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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 10:35 pm

Thanks! The hak-list helps. Had to do a lot of reading the readme's to figure that out.

BTW: "winding walkways leading up and all that, was thinking of placing some sort of flat thing, like a grate or something" ... you don't have any screenshots of this, do you?
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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 13, 2008 10:45 pm

no, but basically i thought of putting them into the trunk of the tree, then stacking them on top of each other but staggering them and rotating them as it goes around.

i i think the krynn world that did it, but frankly sort of rough and disproportioned, was krynns time of dragons, not even sure if it is still around or not, but if it is then i think thats the one where they did that.

i don't think this means that they could get people to actually walk up the winding ramps, but a transition at the bottom can lead into the treehouse and its the look that would be important to achieve anyways.

samm

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PostSubject: Re: How to use new tilesets in toolset   Sat Jun 14, 2008 10:24 am

Hi,
just for notice an idea-collecting:
Did some research on the Vallenwoods! "krynns time of dragons" (thanks for the tip, ADM_Hail) still exists and I found this:

[img][/img]

Nice idea, but I also think, it's a little bit massive.
Black Rider
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PostSubject: Re: How to use new tilesets in toolset   Tue Jun 24, 2008 1:36 am

in rural, forests, most outdoors tiles you get the usual elevation tool, raise/lower tool, and you place those regular elevations down. once that is done you use the hills crosser (i think its called) to smooth down the elevations usual ridge/teir like structure.

there should also be a hill tool, it places a hill but is not as maleable as the previous way mentioned

samm

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PostSubject: Re: How to use new tilesets in toolset   Tue Jun 24, 2008 12:05 pm

heres a couple of screens i took in the toolset, using rural tile.










samm

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PostSubject: Re: How to use new tilesets in toolset   Tue Jun 24, 2008 9:06 pm

ok, well maybe its just the order of the haks...or the tlk, heres the exact order, i will compare it the one i have in the toolset later, but see if yours matches and get back.


crap312_168_top
crpbase312
crpcity
crpdungeon
crprural
crpwilderness
cep2_top_v1
cep2_add_phenos2
cep2_add_phenos1
cep2_add_sb_v1
cep2_add_tiles
cep2_core5
cep2_core4
cep2_core3
cep2_core2
cep2_core1

use this tlk - crap312_168.

samm

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PostSubject: Re: How to use new tilesets in toolset   Fri Jun 27, 2008 10:06 pm

edit


Last edited by Avissar on Fri Nov 14, 2008 9:42 pm; edited 1 time in total
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PostSubject: Re: How to use new tilesets in toolset   Sun Jul 06, 2008 8:12 am

Hello,
and thanks again, ADM_Hail, for your help. I tried to follow and got some results but I'd like to have some things sorted out:

Hills-building-ways:
1. using the rural-set, which is delivered with NWN: Use raise/lower to do the cliffs and them use hills along the cliffsides to smoothe them.

2. using the mountains-grassy-set: using hills produces pyramid-like hills.

3. using the rural city DOA: using hills to raise hills and then the +Grass to produce cliffs.

@ ADM_Hail: So, which one did you use in your screenshots (an my personal question: in Solace Wink )?

I had the crap312_script.hak included, but I do not know, if it is necessary for this.

@ Avissar: Your "extra C.R.A.P. placables in my toolbar" is that the one under "placebles - selfmade" or do you actually have a new crap-tool-icon?


Shouldn't this thread be moved to a new general topic called "Builders corner" or something like that? Should we ask an admin Smile ?

Cheers

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