Dwarven Chasms tileset Version 0.2 - 10th Sept 2010
Catacombs tileset Version 0.2 - 25th July 2010
Deep Dungeon tileset Version 0.2 (beta)
Undercity tileset Version 0.1 (beta)
Barren Lands Tileset Version 0.1 (beta)
Undercity Generic Doors hak Version 0.1 (beta)
I would respectfully ask that the content found here is not repackaged or rereleased, or included in any other non-module or PW-specific package in an altered or unaltered state, without requesting my express permission and that of any other involved parties. Queries in this or any other regard may be sent to [email protected]
Posted by Oseryn at 2010-10-26 15:33:24 Voted 10.00 on 10/26/10
This tile set is really stunning - thanks for staying with these projects you have going - your efforts really are appreciated! _________________________ Lysithea: Farsong designer at nwnlysithea.org
The Dwarven Chasms do actually have a ceiling - its just very dark. If you lighten your fog colour a little you should be able to actually see it :D _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by Ukiah at 2010-09-11 06:08:31 Voted 10.00 on 09/11/10
Brutal textures.
In dwarven chasm I missed some kind of roof ;)
Great, great, great!
Posted by Raven_Xan at 2010-09-10 08:13:44 Voted 10.00 on 09/10/10
Posted by udasu at 2009-12-03 07:58:45 Voted 10.00 on 12/03/09
Happy Holidays, 6. I tried emailing you. Can I use your sewer tileset for Lankhmar nights? Feel free to email me: [email protected]
Thanks! -U _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by Yukiakari at 2009-11-18 01:34:15 Voted 9.75 on 11/18/09
I give you 9.75 for the Barren Lands tileset. Great work! I really love the shape of the rock, and the textures are really good, too. For weeks now I have been going through desert and drylands tilesets for a new module project, just to find this beautiful tileset by accident. It does look a bit "barren" with only raised terrain, but what else do you need for barren wastelands?
Sure, some hills or dry streams or cracks in the ground might be nice, but I love it the way it is, without too many tiles that make it unnecessarily big.
Thank you! _________________________ "A Hippie's Tale", a colouful little module: Link
Wow! Perfect! _________________________ -------------------------------------------
"Repent, Harlequin!" said the TickTock Man.
Posted by Bard Simpson at 2009-11-02 21:33:12 Voted 10.00 on 11/02/09
Man, I love these tilesets! It started for me with the Wildlands set (the woods are fantastic) and everything you've added has been icing on the cake. There is so much atmosphere here -- the rugged loneliness of the moors and barrens, the richness of the city, and the haunted woods can be marvelously claustrophobic. Well done, six; thank you for these gems!
Posted by Ssythilac at 2009-10-30 08:22:47 Voted 10.00 on 10/30/09
Hello Six!
I´m very interested in incorporate two of your magnific tilesets to a module i have in mind. There are the deep dungeon (i am the nº one fan of this!)and the new barrens. I want to ask you about the next updates of this two great pieces. With a little work, the deep dungeon will be perfect, and, for the barrens, have you considered to add ruins? when will be the next update of them?
Please, i dont want to give you pressure, its only curiosity for you wonderful work.
Thanks!
PD: sorry for my english. _________________________ unknown
Excellent, even if there's not a lot to play with just yet. Greatly looking forward to seeing more of the sewers and dungeon. The barrens are fantastic, too. Simple but very useful. I'd like to see ramps that go between various elevations. That, IMO, would be the single biggest thing to make that tileset usable for me.
Why thankyou very much one and all. As for the tilefade option, well, I think at some point I may make the tree foliage fade - it won't look very pretty and simple being flexible with your camera control will yeild much smoother gameplay anyway in my opinion - however since its so easy for a player to simply disable tilefade entirely anyway I don't see it as any great loss to add it. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by cmforest at 2009-10-02 13:56:52 Voted 10.00 on 10/02/09
Thank you so much on a job beautifully done! Cannot wait to see more from you.
NoOneReally six seems to be very busy these days so I am going to try and answer your question. The clipping you are talking about is I beleive is called tilefade and some authors choose not to use this option its a preference really. IMHO it makes the tileset more realistic and emersive but he has made mini-maps so the map option should be availble and may be your best action as how to find your way around the tileset.
Six I am looking forward to some more additions to the undercity sewers it seems to be a great set to use with the CODI stem and sigil sets. _________________________ [Creature Compilation] [The Q Castle Project]
Posted by Ssythilac at 2009-08-22 21:00:32 Voted 10.00 on 10/30/09
Six, definitively, you are one of the best things that happened to NWN.
The new Barrens have great potential even in this beta stage! The concept are simply, solid and truly atmospheric. If you added various types of ruins (something that NWN really needs, a good and ancient complex of ruins, maybe one that match -textures, style- your terrific deep dungeon?)this tileset will be a wonderful piece of art.
One more thing: In Wildlands, the city tiles are, even now and with codi exterior, the best city environment in all the vault! Only needs more lonely buildings (like the ones you have in grass tiles, maybe?)
Thank you, and keep the great work! _________________________ unknown
Posted by NoOneReally at 2009-08-21 16:25:13 Voted 10.00 on 08/21/09
Thanks for more fine work :)
I posted similoar queries on LOW's SF page with his tilesets though:
My players and I get lost with the tree thickets not clipping (eg. you stand near a grove, but if the view is from behind the tree thicket, they dont clip). The other day, one fellow simply couldn't work out where his character was!
As I have the same issue with some other tilesets as mentioned, so it could very well be my bad - however, the old bioware defaults clip as they should.
Anyone else have this issue?
Advice?
Cheers! _________________________ *************************************************
Re the_isolator_01 - No the tiles do not have shadows. Given the occasionally very complex geometry (and my in-built inability to fix shadows at that), I could not within reason repair the shadows to a satisfactory extent during the initial phase of making Wildlands, so I ended up turning them off altogether - and it kinda stuck. As for the interior tilesets, there it's a design choice as they simply don't make sense in an interior situation (rather the shadows should be everywhere the light is not).
Re Mulu - A doorway should auto-paint when you place the Barrow group. If not try dropping any door tile onto it, should create a seethrough area transition door. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by Mulu at 2009-08-21 14:50:51 Voted 10.00 on 08/21/09
Posted by the_isolator_01 at 2009-08-21 07:27:12 Voted 10.00 on 08/21/09
Excellent work, truly unique stuff.
Just a quick query though, many of your tiles don't seem to have any shadow effects, is this intentional or something that you intend on implementing at a later date?
Posted by Kendaric at 2009-08-15 13:45:31 Voted 10.00 on 08/15/09
Excellent work as usual 666!
Your tilesets (along with the stuff for Project Q) are amazing, it's hard to believe it is still the good ol' NWN.
Posted by Raven_Blood at 2009-08-15 08:16:06 Voted 10.00 on 08/15/09
hey six!
Im liking the new barren set! Your keen eye detail on textures has always amazed me, i was never one for crating textures when it came to modeling (i just dont have the paitence to get it that precise!). I dont have much to say about this since its only a pre-release of what is to come. keep up the great work!