Heavenfall Heavenfall

[community project] Elf race [released]

[community project] Elf race [released]

 

This mod has been released, see

https://forums.elementalgame.com/398661

 

This thread is the result of an idea I've been tossing around lately. This run is an experiment - either people will show interest, or the project will wither and die.

 

TL;DR: We need your help to design Elven city tiles.

 

A selection of a few of the completed buildings:

 

Right now, we have a few modders doing a lot of work on big projects. Joining a project can feel like a big commitment. The individual modder can sometimes feel that he wants to do something, but don't really have the time to see a project to the finish line. He wants to contribute, but not sign away his soul. Enter the community project. Your participation and contributions are just as much as you want them to be. A community project is many modders doing small parts to form a greater whole. The intention is to push content to the end-user as soon as possible. Rather than a few modders doing work on mods over many months, a community project is intended to reach maturity within a week or two. Once the project is done, the mod becomes public property and anyone can use it in the future for anything they want to.

For the first community project, I thought we'd put an elf race in this fantasy game. More precisely, I thought we'd put something that LOOKS like elves in the game.


General outline for mod to meet release conditions:

 

- Elves play as Kingdom with Kingdom technology and Kingdom magic (no custom technology or magic planned at this stage). This will ensure that the mod stays viable after the community project is finished.

- Elves have unique unit textures - they will look like elves ( http://i304.photobucket.com/albums/nn195/summersong/Elemental/Gaediila_0_2106408875-24.png )

- Elves live in Elf cities. In this case, they are Sylvan or Wood elves, so city tiles should look like they were built inside a forest. See more info below. (examples: https://forums.elementalgame.com/396593 )

- Elves ride Elf mounts (a larger variety of horses, including white ones).

- Elves wield elf bows. They have kingdom stats, but look elven.

- (Additional outline, not required for release): Elves wield elf melee weapons. They have kingdom stats, but look elven.

- (Additional outline, not required for release): Elves wield elven armor and elven shields. They have kingdom stats, but look elven.

 


 

Nit-picking stuff: For this community project, I will be the moderator. Translated to reality, that means that if a situation appears where the community is split between two choices, I choose one. It also falls on me to make sure that tasks are not duplicated (update this thread), and that the project stays usable after the game is patched. In extreme cases, I may turn down contributions if they lack quality.


 

If you are interested in helping out, post in the thread what you intend to contribute with. You can also e-mail me at [email protected]

 

Required Tasks

Red 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.


 

XML framework (Heavenfall with ideas from Wintersong). The mod requires an XML framework to link everything together. Specifically, the framework should include a non-invasive way to link the buildings together, a raceconfig, and a racetype so that custom factions may use everything.


 

Unit Textures (Raven X). Both female and male elven skins need to be made, I strongly suggest that you adopt the skins from fallen units, as they fit the models with pointy ears. In particular eyes, eyebrows and mouths need to be cleared up to appear less goth.

 


 

Bow models (3dgrunge) 

 


 

Melee Weapon Models. In this area, anything is welcome.

(3dgrunge)

 


Extra assets:

New colours for apple trees and swamp trees

Example of completed buildings: http://img21.imageshack.us/img21/5113/elemental1285328784.jpg

City tiles. By far the largest part of the mod, and the part where we will need the most contributions. There is a HUGE freedom here for contributors to put their own flavour on buildings, but keep in mind that the theme you go by will not be reflected in all the other buildings.

There are two key words that I want to stress here. First, the elves live in the WOOD. That means their city should look like it could be part of a forest - elves are one with the forest, and all that. No cleared fields, no huge arenas for training. And please, try to mix the trees you use - both leaf trees and pine trees. Secondly, the elves live in a CITY. They do NOT live in tents, or miniscule huts on top of large trees. Buildings are absolutely okay.

I strongly recommend that you do NOT use a ground decal, for example something that makes the ground look beige or dusty. These decals have significant clipping issues in game, and frankly look off in a forest city.

I strongly suggest that you use LESS than thirty models in total. This is to make sure that the city can be viewed like any other city. In this area, I will be rather strict and may edit buildings.

Buildings MUST be built on the right amount of tiles. If a building requires 1 tile, it MUST use 1x1. If it requires 4 tiles, it MUST use the 2x2 format. Any building that doesn't follow this rule will be instantly rejected.

I must also insist that you provide TWO tiles for each building. The game can use a different tile while building something. I recommend that you first construct the final building and save. Then load, and remove some parts, add workers and ropes and whatnot, and save as something else.

I strongly suggest that you use the following colours when using the tile editor

While the colours may change for release, they will not change a lot.

 

City Cores (all are 4 tiles!):
Being Built (oddrheia)
Level 1 (oddrheia)
Level 2 (oddrheia)
Level 3 (oddrheia)
Level 4 (oddrheia)
Level 5 (oddrheia)


Regular Buildings:
Workshop (Heavenfall)
Watchtower (Jharii)
Study (Jharii)
Arcane Laboratory (Jharii)
Merchant (Novaburst)
Hut (crystlshake)
House (Kalin)
Barracks (Kalin)
Command post (Kalin)
War College (Kalin)
Market (Kalin)
School (4 tiles!) (jshores)
University (4 tiles!) (John_Hughes)
Trade Center (Kalin)
Bazaar (4 tiles!) (Kalin)
Pub (HooblaDan)
Inn (Kalin)
Great Theatre (oddrheia)
Town Hall (Heavenfall)
Palace (4 tiles!) (oddrheia)
Irrigation System (Heavenfall)
Guild Tribunal (Kalin)
Mining Guild (Kalin)
Smelter (oddrheia)
Blacksmith (oddrheia)
Farming Guild (crystlshake)
Granary (crystlshake)
Great Mill (4 tiles!) (oddrheia)
Construction Yard (Heavenfall)
Temple of Essence (oddrheia)
Monastery (Heavenfall)
Tower of Ereog (fairwater)
Abbey of Izil (4 tiles!) (oddrheia)
Missionary Hall (John_Hughes) 
Embassy (oddrheia)

Harbor (crystlshake)

Super-unique buildings
Mint of Ruvenna (4 tiles!) (oddrheia)
Hosten's Library (4 tiles!) (John_Hughes)
 
Wall buildings (the improvement built to make walls - these automatically upgrade)
Hedge Wall (oddrheia)
Fort (oddrheia)
Fortress (oddrheia)

City walls
Citywalls (level 0) (Heavenfall)
CityWalls_Hedge (level 1) (Heavenfall)
CityWalls_picket (level 2) (Heavenfall)
CityWalls_Advanced (level 3) (Heavenfall)

Shards (all these are 4 tiles):
Fire Shard (Kalin)
Water Shard (Djohaal)
Earth Shard (Djohaal)
Air Shard (Djohaal)

World Resources (all these are 4 tiles):
Iron Mine (John_Hughes)
Ventri Mine (John_Hughes)
Stone Quarry (John_Hughes)
Clay Quarry (John_Hughes)
Marble Quarry (Heavenfall)
Farm (Heavenfall)
Wheat Farm (crystlshake)
Apiary  (crystlshake)
Orchard (crystlshake)
Stable (crystlshake)
Crystal Foundry (Kalin)
Scenic View (oddrheia)
Refugee Camp (John_Hughes)
Oasis (John_Hughes)
Gold Mine (Heavenfall)
Lost Library (oddrheia)
Ancient Temple (oddrheia)
Lumbermill (be gentle!) (John_Hughes)

Diplomacy buildings
Shrill (Kalin)
Drath (Heavenfall)
Dragon (oddrheia)
Spider (oddrheia)

Contributions are mailed to [email protected] or uploaded and linked here in this thread.

 

 

 

3,034,120 views 598 replies
Reply #26 Top

I'm a programmer, not an artist.  If there is anything I can do as far as adapting tech trees or whatever, let me know.

 

And I assume the next project will be dark elves.  :)

Reply #27 Top

Interesting.  None of those trees have leaves when I restore them.  They're just trunks.  :)

EDIT:  I think this is because of my crappy work computer.  When I use a tree from Elemental's default list, it crashes.

Reply #28 Top

I actually have my hopes up for orcs personally. The "fallen" model is grossly underused, for no particular reason.

I thought what we would do once this reaches completion is basically people post their thoughts, and those who have contributed get counted, and those who don't get nothing. Obviously, I can't stop anyone from starting their own "community project".

Reply #29 Top

Dwarves.  We must have dwarves.  And lots of them.

:)

Heavenfall, I have mentioned this to Raven X in the past, but I am probably going to try my hand at ripping some models out of NWN hakpaks on nwvault.ign.com, particularly from the NWN1 community.  The models are open source.  Of course, this would require the ability to extract these files from the .hak files.  I am just not the greatest at manipulating 3D files.

But there are TONS and TONS of content there, from humanoid to monster, weapons to armor, buildings, props, and the list goes on.  A lot of high quality stuff is in there.

 

Reply #30 Top

I'd start with weapons, armor and non-animated buildings/props if I were you. The animation in 3d files is pretty complex, and there's a lot of it going on behind the scenes in elemental.

Reply #31 Top

Just a very, very tiny primer to what is available at NWVault:

Swords:

Merchant Stalls:

Houses: http://nwvault.ign.com/View.php?view=NWN2HakpaksOriginal.Detail&id=227

Werewolves (and Fire Giants): http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7897

 

Misc. Placeables/Props: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=5193

 

 

Reply #32 Top

Is that a tree I see? :grin:

Reply #33 Top

excellent work across the board guys... really nice!

i was toying with the editor last night, and tried my hand at an Elven tile... will re-double my efforts and hopefully have something worth sharing... ;)

Reply #34 Top

Ugh.  This is going to take some research and time.  NWN1 models are in MDL format.  NWN2 models are in MDB format.  I have scripts to get them into gmax (from TurboSquid), but no scripts yet to get them out to .X format.  Also, the weapons in NWN1 and NWN2 are typically in pieces.  In other words, the blade, guard, and hilt are separate pieces.  This will make weapons a bit tedious.

The other stuff should not be as bad.  Ultimately, it would be nice to have a script that converts MDL/MDB files into X files.

Reply #35 Top

Just messin around a bit more:

 

Reply #36 Top

Looking for feedback on this town hall (possibly Missionary Hall instead)

Reply #37 Top

Monastery?

Reply #38 Top

Neat stuff guys!

Reply #39 Top

Quoting Heavenfall, reply 36
Looking for feedback on this town hall (possibly Missionary Hall instead)

Looks great, although I never have been a big fan of flags.  Banners hanging on the building always felt more authentic to me.

The "monastery" looks excellent as well.

The only thing that I worry about is the hedge walls in one tile colliding with the hedge walls in another tile...  This is a universal concern.

Reply #40 Top

We will have to adjust that as we find the problems later on, I think.

Reply #41 Top

absolutely love the Monastery... the town hall is nice as well, although i can see some assets in the list, but not in the image...

where are those headstones for example? :)

Reply #42 Top

Quoting Heavenfall, reply 40
We will have to adjust that as we find the problems later on, I think.

If we leave a bit of a gap between the hedge and the border of the tile, they would form their own pathways.

Actually, that would be a sweet template to build around.  That would look pretty damn awesome.

Reply #43 Top

Quoting Mobella, reply 41
absolutely love the Monastery... the town hall is nice as well, although i can see some assets in the list, but not in the image...

where are those headstones for example?

Some of the things are behind the building, like the wheel, one of the peasants and one of the doorways.

Reply #44 Top

Couple of questions,

1.  How do I print the screenshot to post here?

2.  I edited the default archery range to make it more "woodsy."  Would you guys want something like that?

Reply #45 Top

Quoting Heavenfall, reply 43
Some of the things are behind the building, like the wheel, one of the peasants and one of the doorways.

i know... i was goading you into posting more screenshots... having a slooow workday here... :)

Reply #46 Top

Quoting TS22, reply 44
Couple of questions,

1.  How do I print the screenshot to post here?

2.  I edited the default archery range to make it more "woodsy."  Would you guys want something like that?

 

1) Press print screen button on your keyboard in-game. The picture ends up in C:\Users\your_username\My Documents/My games/Elemental/Screenshots. Go to imageshack.us and upload the picture. Then make a new post and click on the tiny icon that looks like a tree. Enter the URL to the picture.

2) I'd love to see it, but I think the archery range was decomissioned in beta.

Reply #47 Top

 

Thanks for the info on how to post the screen shots. 

This is the standard archery range with some tree/greenery tweaks.  If you can use this, you are welcome to it.  I didn't realize they took out archery ranges during the beta.  I figured it was just another glitch in the release version.

Reply #49 Top

Okay, a question for you all...  So you make the custom structures, but the "people" that populate the picture need to be modified, right?

Reply #50 Top

@Mobella anything is possible.

@MOIISKA those come from the button on the left that looks like a small red cross next to a green guy. They work like normal objects in the tile editor