oddrheia

oddrheia

Joined Member # 2976784
1 Posts 2 Replies 998 Reputation

Thanks, kenata :). Why the heck am I getting multiple path changes on some tiles, though? Any ideas? Is it how it supposed to be, or is it my fault for having a tile open in both the forge and .xml editor? For example, I have 2 versions of golems' scenic view tile sitting in my folder. 1 was what I made in the forge. 2nd is exactly the same, except I scaled down 1 pillar using notepad++, and I think adjusted the height of the arch a little. First one got <Tile

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Lately, when working on custom tiles I've been opening them up in the notepad++ to double check the object scales across the bunch of them for consitency, and I've noticed something. Most of the time, majority of my tiles have line after the various objects code, but before the visual effects code. And that's how it should be, I think. However, here's an odd thing: a few of my other tiles have multiple design path tags. Like this:<

10 Replies 9,748 Views

Well... with the roof to ground this is the best I could do with the water falling into a small basin below, it looks better animated: It's the single_waterfall_1 particle, scaled down and moved up (or down, don't remember :P), haven't touched the partcile editor... Grab the tile <a href="http://www.mediafire.com/file/wbdi1cplalddcs1/rheia_angelhouse_temp

334 Replies 620,416 Views

You are welcome :). I'll take a look at the howling wind, I actually have a more yellow version sitting in my folder, but i didn't like it because it kinda makes the wind look more like fire no matter how much saturation I use [e digicons]:annoyed:[/e] . Also the yellower I make the painting the greener becomes the icon. Not entierly sure why that's happening, haha. Could be color filters I use. Anyway, will try to remake it from scratch a little later and see if it works.

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Winnihym, I like them :) I'd put a doorway or a window (whichever looks better) near the base of the hut, though, and make the house roof less flat. Like this, maybe? (I put the two objects that could make up the roof near the building itself for illustration purposes.) Up to you, if you'd like it or not, however! Crystlshake and heavenfall, thanks :).

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Haven't played a lot of empire games, but from working on a tileset for one, I seem to recall that empire has very, very limited metal production outputs compared to kingdom and less guildar production that kingdoms. I think it kinda balances out in the end... and for me, kingdom has a better technology 'flow' imho... with empire early techs unlock some powerful buildings, but you can't build them untill your city is lvl 4 or 5. Once again though, not nearly enough empire game

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Crystlshake, leave it alone for a day or two... helps sometimes, I've reworked quite a few buildings that way. And, I I think I have finally, finally, finally found the walls progression that I both like (looks good) and that has acceptably light count of objects. Lost count how many times I redone the final wall. Had a really pretty version with crystal stars that had more than 30 object per section... ocbviously scrapped that monster, but darn did it look good :P Anyway, thi

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Sure thing! Edit: Worked a little more on the spell paintings, increasing color saturation, sharpness and added some edges so they don't stand out so drastically from the original art. They still stand out, but I can't really convert them to a 'painted' feel of the original art without loosing a lot of detail... colorful backgrounds also didn't really work with them, so... use them untill you find something better, I guess :P. Original art I used with permission

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Hi guys :). I dug up some art for spell paintings for you, mostly projectile related stuff. If you like those, I'll make the icons for you as well. Note that I am not the original author, but I had permission to edit and use the original art, which I did. Played with some color channels, effect and blur filters and such. <img src="http://im

305 Replies 758,823 Views

And this concludes the small tutorial on wallsets. It's oriented more towards people who, like me, work more with the builder's forge and a lot less with the actual in game code. I hope it is helpful, instead of confusing, especially the third section about testing the appearance of the wallset in game. I can usually find my way around .xml code, but I tend to avoid it whenver I can, so it probably shows... If you have any questions, feel free to ask and I'll answer to t

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Yeah :). Been working on the walls past couple of hours, exterminating the pines and adding more sections with little things here and there. I actually opened them up with intention to start the tutorial on constructing them, but ended up working on those again, lol. Basic is done, I'm almost happy with advanced, but castle walls are proving more problematic. Oh wells, I'll get them.

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It's weekend! :) M. Agrippa: Shrinking spires on the fort (both inner and outer ones) was a good call. It made the fort better proportioned, thanks! I didn't remove the buttresses so, they are kinda one object with the outer pillar thing. Treid replacing them with the same spire as the inner circle and didn't like the result. Building just lost its shape to my eye. Crystlshake, Scary looking monument there! Pleasant purple, though :). And don't feel like you ab

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*sighs* I know I said I wouldn't post for couple days. And I wasn't planning to! I was tackling some reading, happily making some porgress on -other- stuff than tiles, and then I had an idea. And it wouldn't leave me alone untill I sat down and built it. I tried! Now that it's out of the way, maybe I can finally get some work done, sheesh! Castle, surrounded by 3 'slums' tiles. (Can we call slums something else by the way? Community? Efficient quarters? Anything? And may loose the swo

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M. Agrippa, looks like you are being outvoted on the storehouse, sorries! :P I definately see your point though, I was undecided with dome vs. domeless version for a reason :). No go on more colored mushrooms either, I am afraid. The ones I have provide the best contrast unless I start using flower/spike plants, which I'd rather not, since they are already in orchad/apiary and may make an appearance at the refugee camp and oasis when I get to those. Other available mushrooms are bland brown.

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First one it is :). And John, I swear it's not my intention to always be contrary, but I like the crooked fence better than stright one for this building. It creates a better illusion of roundness, imho. Stright version of that fence works well on bigger tiles since when trying to make a circle angles aren't as noticable there. Take a look, storehouse with stright fence vs crooked fence: <img src="http://img148.imageshack.us/img148/9672/comparision.jpg" alt="" width="5

334 Replies 620,416 Views

You guys keep referring to me as a he, add an s before h, darnit :P. 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 <img src="http://img573.imageshack.us/img573/9510/fungal1.jpg

334 Replies 620,416 Views