Heavenfall Heavenfall

[community project] Elf race [released]

[community project] Elf race [released]

 

This mod has been released, see

https://forums.elementalgame.com/398661

End of quote

 

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.

 

 

 

3,036,665 views 598 replies
Reply #201 Top

@Mallorean that was actually my initial plan, but it ended up using WAY too much resources. A wall piece should be about 5-10 objects at the most. To cover a whole wall with smaller pieces requires 20+.

And now we've (well, I have) decided that stone for the overall design is acceptable, since it is supposed to be a city and oddrheia was able to make it look so good.

Still, I have to say that I don't like how "thick" the stone wall looks.

 

Reply #202 Top

I was going to suggest something similar to malloreon's idea. Perhaps the stone walls could be rock cliffy walls (we have plenty of different rock models) although for big cities it sure won't be memory savy. Add a small railing of hedges to the stone walls if you are going to stick with that proposal.

 

EDIT: Also, earth shrine:

Reply #203 Top

Excuse the quick hack-job on this, but just to demonstrate the idea behind 'thinning' the advanced walls:

(stuck both near each other for comparision, no trees, and mind you no guarantee that corners can be made to work, though)

 

http://www.mediafire.com/imgbnc.php/bb0eee1db7e29801e29757698ba6a0fd6g.jpg

http://www.mediafire.com/imgbnc.php/62e63593ee7fce030d28adf2b632f3ec6g.jpg

 

 

 

Reply #204 Top

Just an idea, but how about resizing the river tiles and put some living trees around to use as a lv1 wall, then your other one could be lv2, and a full wood one could be lv3?

Reply #205 Top

Quoting Kalin, reply 204
Just an idea, but how about resizing the river tiles and put some living trees around to use as a lv1 wall, then your other one could be lv2, and a full wood one could be lv3?
End of Kalin's quote

 

I was going to ask if you could add some ivies to the fire shard like I did for my shard tiles and add some red flowers to them. I kept a coherence between them so each shard had ivies and floweres of its color, so water shard had blue flowers, air shard had white ones and earth shard had yellow ones.

Reply #206 Top

Rivers look very poor in-game, unfortunately.

We could add ivy and such things to the standard walls to make them look more forest-y.

@oddrheia I really don't like that look. What do the others think?

edit: Djohaal had an idea in irc chat, sinking the walls into the ground so they don't end up so huge.

Reply #207 Top

Hey, I'll be my own worst critic and say I don't like it also.. it's the reason I didn't take the tile :P. I tossed it here as an idea, really, maybe some other combination of objects could work. The default advanced wall is kinda designed for the purpose though, it's hard to beat that.

The mint's giving me trouble... I'm going to walk away for a day to clear the head and take another stab at it then :).

Reply #208 Top

@Heavenfall

Is that small enough?  Let me know. :)

 

Reply #209 Top

The size is perfect, but... its hardly even possible to see the hut now. It's barely visible through the trees.

Also, maybe you could add some tents or vegetation around the tile on the ground? It looks a bit empty.

Reply #210 Top

Updated the design a bit, pulled out a tree, removing some ground cover no one was ever going to see... made the walking ring a bit smaller. But still not sure if that's enough given how clear of trees the rest of the city seems so far. Might have to scrap the whole thing and go for a more city look...

http://img202.imageshack.us/img202/2569/elemental1285103636.jpg

 

 

As for the walls, maybe something like this? (Not sure of the format for them, haven't looked, just tossed it together real quick to show what I mean)

http://img820.imageshack.us/img820/2761/elemental1285105690.jpg

 

It's kinda tough to make something strong and foresty, heh.

Reply #211 Top

For the love of god, don't scrap that house. It looks damn near perfect.

Reply #212 Top

default

http://img808.imageshack.us/img808/4605/elemental1285151285.jpg

vs imagined
http://img837.imageshack.us/img837/3636/elemental1285151626.jpg

 

comments?

Also, I'll be sending out PMs to most of the people who have reserved tiles today. Basically just to let them know to let me know if they're not going to complete it.

Reply #213 Top

the color palette and vines (and other growth) go a long way towards "elfing" the wall... looks great...

Reply #214 Top

Quoting Heavenfall, reply 209
The size is perfect, but... its hardly even possible to see the hut now. It's barely visible through the trees.

Also, maybe you could add some tents or vegetation around the tile on the ground? It looks a bit empty.
End of Heavenfall's quote

Yay, saw that as well. Will run an update and send it on in a bit. Perhaps only 2 trees is required. Let me knash it around a bit. :)

Reply #215 Top

I like the idea of the wall but it seems a bit.... busy! A L3-4 city with that all the way around might be over powered visually.

Where is that .XML located? I will have a crack at it...

Reply #216 Top

K_Wall_Stright_Advanced

http://img543.imageshack.us/img543/2107/elemental1285160917.jpg

http://img823.imageshack.us/img823/6097/elemental1285160980.jpg

http://img96.imageshack.us/img96/9641/elemental1285161138.jpg

http://img3.imageshack.us/img3/4007/elemental1285161228.jpg

http://img837.imageshack.us/img837/339/elemental1285161325.jpg

Playing with the tower piece. We could also use different pieces so it looks less uniform.

Reply #217 Top

Marble Quarry. I wanted to keep it quite low on civilization, as it's supposed to be a quarry. I also went with less vegetation, as it's supposed to be a quarry.

Comments?

Reply #218 Top

Looks fine, but.

Particle effects in a quarry?

What is the stone support work in the center doing?

Reply #219 Top

Quoting Heavenfall, reply 216
K_Wall_Stright_Advanced

http://img543.imageshack.us/img543/2107/elemental1285160917.jpg

http://img823.imageshack.us/img823/6097/elemental1285160980.jpg

http://img96.imageshack.us/img96/9641/elemental1285161138.jpg

http://img3.imageshack.us/img3/4007/elemental1285161228.jpg

http://img837.imageshack.us/img837/339/elemental1285161325.jpg

Playing with the tower piece. We could also use different pieces so it looks less uniform.
End of Heavenfall's quote

980 - Ok

228 - Bland

325 - Cool


 

Reply #220 Top

Quoting John_Hughes, reply 218
Looks fine, but.

Particle effects in a quarry?

What is the stone support work in the center doing?
End of John_Hughes's quote

It's just a bit of glimmer. It's in the core resource, otherwise I'd take it out.

The stone support is supporting, obviously!

Reply #222 Top

I agree that it looks the best, but I'm afraid it will look too repetitive with the glass clashing with the colour scheme. Glass is also not a viable defense mechanism on larger constructions.

I will attempt to make a new tower by reskinning, like I did with the trees. The purpose would be to make the glass brown instead, as to appear like shutters.

 

Reply #223 Top

You could try scaling down a black doorway so they look like arrow slits.

Reply #224 Top

Quoting Heavenfall, reply 212
default

http://img808.imageshack.us/img808/4605/elemental1285151285.jpg

vs imagined
http://img837.imageshack.us/img837/3636/elemental1285151626.jpg

 

comments?

Also, I'll be sending out PMs to most of the people who have reserved tiles today. Basically just to let them know to let me know if they're not going to complete it.
End of Heavenfall's quote
Don't like it at all.

 

Reply #225 Top

Damn... it's not reasonable to change the skin, it would require an extra 2mb file to be read to memory.