TSJ (Tileset SpellJammer) is planned to be a collection of simple tilesets of several of the ships from the Spelljammer campaign setting. On top of this, there could be a few creatures in the future...but I make no promises (and besides, there are others much more qualified than I am to do the creatures).
This ship is a (semi)complete tileset of the Hammership for the Spelljammer campaign setting. I say (semi) because the shadows are turned off due to severe shadowcasting issues. I will revisit this ship to fix these issues, but I am sick of seeing this ship and I would like to start on the next one.
This ship consists of seven major tile groups: Aft, Aft (Derelict), Deck, Deck (Derelict), Fore, Fore (Derelict), and Lifeboat. This was done so that a module creator could mix-n-match the different groups to achieve the state of destruction that he/she want. The derelict groups are not too beaten up, and use the same textures as the non-derelict groups so that they can be used together more easily. If you want pools of blood, you will have to use CEP to place them. ;)
This tileset comes as the standard NWN install application, which provides a one-click installation process. Included is the tileset with two custom loadscreens in a seperate hakpak. This loadscreens hakpak will be updated with new loadscreens for this tileset and others that are to follow, so if two isn't enough for you just make a suggestion and I will see what I can do.
This tileset has been tested in modules with CEP 1.52 and Mystic Nexus' Arcane Space Tileset. With these three projects, I think just about anything in Spelljammer is possible. The only conflict between all of these HakPaks is the loadscreens from TSJ and the Arcane Space Tileset.
I hope that many modules will be made with this tileset and the others that are to follow, and that you will come to enjoy the Spelljammer campaign setting as much as I have. If you have a favorite Spelljammer ship that you would like to see included, please post it here and I will take it into consideration when planning which ship to do next.
NOTE: The following ships _WILL_NOT_ be done for TSJ, due to their size:
* Whaleship
* Cuttle Command
* Tsunami
* Jade Spider Commandship
* Batship
* Spacesea Giant Galleon
* or any other ship near, at, or over 100 tons (exept purhaps _THE_ Spelljammer itself)
The NWN content installer executable that contains the tileset and loadscreens hakpaks. Along with these is a readme file. Please read this file before posting any questions/complaints about the tileset.
Posted by Demangel at 2007-09-16 01:29:23 Voted 10.00 on 09/16/07
I may have this will serve as my version of airships in my Eberron Modules.
Neat stuff, do more please :)
Posted by Juslaxn at 2006-12-21 19:13:57 Voted 10.00 on 12/21/06
That's awesome. _________________________ "Fortune favors the bold." Virgil; The Aeneid
Posted by Alcor at 2006-10-18 15:44:53 Voted 10.00 on 10/18/06
Ship(s) Ahoy! :) _________________________ Alcor ~ PEOPLE SHOULD NOT BE AFRAID OF THEIR GOVERNMENTS ~ GOVERNMENTS SHOULD BE AFRAID OF THEIR PEOPLE ~ Codename: V for Vendetta
I just wanted to let everyone know that this hasn't been abandoned, and the modeling on the Mindspider is done. I have been making a Spelljammer based movie for the Annakolia: Spelljammer server for their efforts in beta testing the Hammership for me. I got carried away on the movie and it took a lot longer than I expected. I will be back on the Mindspider shortly. ;) _________________________ Never interrupt an enemy while he is making a mistake.
-Napoléon Bonaparte
When the only tool you have is a hammer, every problem you encounter tends to resemble a nail.
-Source unknown
Yea Ghostdreamer, I know exactly what you are saying about the little jump that the character does when it walks from the deck onto the metal ram. Originally the character wasn't going to be allowed to go on that portion of the ship at all. But then I thought "I would want to walk up there as a player, so other people will too." It was a last second design change, and at that point building in steps would have been difficult. I already had the walkmesh done and was fighting with the shadowcasting.
I really only wanted to use trap doors to allow the players into the ballista turret. But when I started to look at size, I found that the turret pit wasn't large enough to allow players to move and still have the trap door there. That is why there are no stairs leading down into the turret pit (that was another change that I had played around with).
Those are very good points, and I will probably do something about them when I fix the shadows on this because they are things that have really bothered me but I didn't get to it and other issues came up. The aft catapult turret needs a little something too. You CAN get into the aft catapult turret, but like the ballista there was no room for a trap door. Module authors will be forced to use a small transition to get characters from/to this area (sorry). Actually there are several areas that will require transitions to get the character from one spot to another (hehe, sorry again).
Now that I have more experience doing an entire tileset I can assure you that I am thinking of these things WHILE I am modeling the next ship.
The next ship will be the Neogi Mindspider...and it is going fast too. I guess the Neogi want to exist (the evil little buggers >:D ), and I am forced to oblige them. Sitting here typing this it occured to me that a Neogi ship WITHOUT Neogi isn't very imposing, is it? I could probably throw a Neogi together and steal the animations from the Drider pretty easily. Hmmmmm, I will have to look into that! ;)
I just wanted to say thank you for the feedback everyone, and for the excellent rating you are giving this. Your enthusiasm provides motivation to keep at it. :D _________________________ Never interrupt an enemy while he is making a mistake.
-Napoléon Bonaparte
When the only tool you have is a hammer, every problem you encounter tends to resemble a nail.
-Source unknown
Posted by Ghostdreamer at 2006-07-08 03:21:47 Voted 10.00 on 07/08/06
Very beautifully build, great job. A couple of suggestions that you might want to consider:
- When walking to the front of the ship (from wood to grey area) the PC does a strange on the spot walk to get up there; understood that this is following the design of the ship but consider adding one or two steps?
- The ballista on top of the ship, you allow the PC to walk into the ballista pit (not sure what it is called), perhaps consider using a door?
- Space underground, consider using real black rather than charcoal (if possible).
I know you've stuck as close to the original as possible so you may not want to consider the above, just figured it might make it more player friendly. The work you've done and the hard work you've put into this more than deserve an absolute 10 :D
Posted by cdj at 2006-07-06 19:17:23 Voted 10.00 on 07/06/06
Thank you! Thank you! Thank you! Thank you! I've been wanting to see this forever. Beautiful job. Did I say thanks?
Posted by Barry_1066 at 2006-07-05 08:25:07 Voted 10.00 on 07/05/06
There are no words to describe the joy of having such a wonderful ship for playing Spelljammer. This is a first rate effort and the quality of play and type of play possable on this ship and around it in space are exciting and wonderous.
Posted by mondego at 2006-07-05 01:55:08 Voted 10.00 on 07/05/06
Very nice. Spelljammer rocks. _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Thanks for the kind words and for voting (voting at all, let alone the generous rating that you gave it :D ).
DM Mask: I have visited that site and spoken to one of the team members who has helped to try to sort out the shadow problems (so I would be a total jerk if I didn't thank OldMansBeard for his help with these shadows). I think I know what my problems are, but unfortunately they are built into the mesh of the ship (hehe literally). I should be able to fix these, but I have no idea how long this will take...maybe a month or more! :shrugs: I just wanted to get away from it for a while and get the creative energy flowing again so that I didn't get too discouraged. ;)
zpirit: The non-derelict ship has a total of 16092 faces so there is an average of roughly 99 faces per tile. But, there are some tiles that have almost 800 faces and some with only two. I haven't checked the derelict versions but I imagine they are only slightly above the non-derelicts. _________________________ Never interrupt an enemy while he is making a mistake.
-Napoléon Bonaparte
When the only tool you have is a hammer, every problem you encounter tends to resemble a nail.
-Source unknown
Posted by Nexorcist at 2006-07-04 16:49:57 Voted 10.00 on 07/04/06
Very nice, a job well done...thanks for this
Posted by Renaak at 2006-07-04 13:11:05 Voted 10.00 on 07/04/06
Very nice work!
Posted by RestlessKnight at 2006-07-04 12:48:52 Voted 10.00 on 07/04/06
OOOHHHH MYYY GOOOOD!!! Finally it's here, brilliant work man, absolutely great:-) _________________________ My Stuff: New Weapon VFXes Link
Colors for eyes, lips and eyebrows Link
---Teamleader of Czech PW Ilandria---
(www.ilandria.com)
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