Author Topic: Cuv's Areas For You  (Read 5429 times)

Offline jcompton

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Cuv's Areas For You
« on: January 30, 2005, 03:29:22 PM »
Cuv has provided a couple of areas he developed for free, open use. One is a Durlag's Tower rework, the other a new town area.

http://www.icelus.net/ppgmirror/downloads/PortFatalistileset.rar
http://www.icelus.net/ppgmirror/downloads/CastleStronghold.rar

Each archive is about 20 MB.

Doors are available here:

http://www.icelus.net/ppgmirror/downloads/TownDoors.rar

Cuv says "These are the door bitmaps ready to plug in with IETME or DL tool to make doors for the town area.   13 doors (one is a gate)."

The ISP hosting icelus.net has been having problems for a few days. I believe they moved locations or something... in the interim you can replace http://www.icelus.net with http://66.199.237.111/~jcompton/icelusnet/ in the URL.

« Last Edit: February 03, 2005, 04:23:08 PM by jcompton »
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Offline Ashara

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Re: Cuv's Areas For You
« Reply #1 on: January 30, 2005, 06:14:42 PM »
Thanks, JC, thanks, Ice  :)
Hang in there. I'll try to make you glad you did.
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There is nothing better than imagining other worlds [...] to forget the painful one we live in. At least so I thought then. I hadn't yet realized that, imagining other worlds, you end up changing this one.
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Offline jcompton

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Re: Cuv's Areas For You
« Reply #2 on: January 30, 2005, 09:24:33 PM »
Bah. I OWN ICELUS. (dot net.)
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Offline Cuv

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Re: Cuv's Areas For You
« Reply #3 on: January 31, 2005, 04:06:13 PM »
Just in case people weren't following the other thread, here are the pix again for the areas available now:

(http://mods.pocketplane.net/cuvtut/Cuv-area1.jpg)

This is a functional area.   It had been converted into a tileset and has the auxillary maps made already.   It does NOT contain any wall polygons or triggers.   It should work in either SoA or ToB.  Offered As-Is.

And

(http://mods.pocketplane.net/cuvtut/Cuv-area2.jpg)

This is a rework of Durlag's Tower.  It contains six areas converted to work in either SoA or ToB.   There is the outdoor castle, 4 reworked levels inside, and a lower cavern level (from a reworked IWDII area).    It also includes a Chimera creature animation from IWDII, made to work in ToB.   Offered As-Is.

I will have more soon.  Cleaning out my closet of all unused areas for BGII.  Enjoy.

Cuv
« Last Edit: January 31, 2005, 04:11:44 PM by Cuv »

Offline JW

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Re: Cuv's Areas For You
« Reply #4 on: January 31, 2005, 04:44:24 PM »
What do you use to create/edit/rework area graphics?

Offline Cuv

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Re: Cuv's Areas For You
« Reply #5 on: January 31, 2005, 06:12:22 PM »
I use Photoshop 6.0.    It's very time consuming, but easy to do.   I first take a background that can be used, I then eliminate all the structures and use the clone tool to blend the ground into a seamless terrain.  The top pic is a good example:  I began with Bergerost and moved all the buildings around:).   I take pieces of empty ground (or water) from any suitable IE area.    I them cut out the buildings or structures that I want (sometimes having to rebuild them if they were partially obstructed in the original artwork), and drag them into position.     Next is extensive use of the 'erase' brush to clear off any old background around the structure.    When I am satisfied,  I paste it into place.    I then use the polygon tool and draw outlines of the building shadow the way it should appear.... then change the brightness/contrast of that selected area to darken it.  etc.

I like working from existing IE artwork rather than using a 3D modeling program because the proportions and angles of all the structures and terrain is already consistent.   But I sometimes use those programs to create new structures to put into the area renders I make.

Cuv

Offline Ashara

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Re: Cuv's Areas For You
« Reply #6 on: January 31, 2005, 06:21:55 PM »
It's amazing, Cuv. But you know it  ;)
Hang in there. I'll try to make you glad you did.
—George R.R. Martin

There is nothing better than imagining other worlds [...] to forget the painful one we live in. At least so I thought then. I hadn't yet realized that, imagining other worlds, you end up changing this one.
-Umberto Eco, Baudolino

Three mods you shall make - one too bad and one to dread and one to love.

Offline JW

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Re: Cuv's Areas For You
« Reply #7 on: January 31, 2005, 06:29:39 PM »
It sounds simple enought, I always liked to draw maps, cities and different landscapes around them, but never got to do it in a computer before. I'd like to give it a try. I'm already learning some concepts from Ethereality, it's a very enjoyable experience so far.

What 3D programs do you use in those situations when you want to add new structures into BG areas?

Offline Cuv

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Re: Cuv's Areas For You
« Reply #8 on: January 31, 2005, 10:08:21 PM »
It's amazing, Cuv. But you know it  ;)

Thank you, Ahara:)    If you are seriously intending to use that for a mod... I might be convinced to at least supply the door bitmaps for you... you would still have to plug them in,  but my tutorial on adding doors (around here somewhere...) should be easy enough to follow.   PM me if you would like them.

JW:    I think I used 3ds max or some such... have the program on my old comp... but havent needed it again.   RTW areas are finished... and the Borg stuff I did just involved wrapping texturesa from Star Trek: Elite Force around existing structures with Photoshop.   So... I guess I really don't use a 3D modeling program any more.    I know some of the old TBG people are around here and might be able to recommend something affordable if you think you really need it.

Cuv

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #9 on: February 01, 2005, 01:55:39 AM »
3dsmax is good, yeh. Not terribly affordable, but...

And getting the camera angle right isn't a problem in 3d rendering.

Offline NiGHTMARE

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Re: Cuv's Areas For You
« Reply #10 on: February 01, 2005, 05:08:09 AM »
I use the cloning method a lot myself, though in PSP rather than Photoshop.  It can create the basis for some very nice, relatively original looking areas, especially when you invest a little extra effort after the cloning process.   This is my favourite work so far (though that's not the latest version of the area) :).

BTW I don't suppose any of your other unused areas are composites of Athkatla buildings? I'm planning to make a new area of the city (a trades district, with various shops, a couple of inns and a temple), and it would save me a heck of a lot of time if someone else had already done it ;).
« Last Edit: February 01, 2005, 05:13:33 AM by NiGHTMARE »
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Offline Ashara

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Re: Cuv's Areas For You
« Reply #11 on: February 01, 2005, 09:55:36 AM »
That's beautiful Nightmare :)
Hang in there. I'll try to make you glad you did.
—George R.R. Martin

There is nothing better than imagining other worlds [...] to forget the painful one we live in. At least so I thought then. I hadn't yet realized that, imagining other worlds, you end up changing this one.
-Umberto Eco, Baudolino

Three mods you shall make - one too bad and one to dread and one to love.

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #12 on: February 01, 2005, 10:30:59 AM »
If anyone can use this, then cool. I made it in an hour or so while playing with tree plugins, so it's hardly the most amazing piece of artwork ever.

Offline Ashara

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Re: Cuv's Areas For You
« Reply #13 on: February 01, 2005, 02:05:14 PM »
OK, I should stop checking this thread... it's just too darn beautiful and seductive  ;)
Hang in there. I'll try to make you glad you did.
—George R.R. Martin

There is nothing better than imagining other worlds [...] to forget the painful one we live in. At least so I thought then. I hadn't yet realized that, imagining other worlds, you end up changing this one.
-Umberto Eco, Baudolino

Three mods you shall make - one too bad and one to dread and one to love.

Offline Cuv

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Re: Cuv's Areas For You
« Reply #14 on: February 01, 2005, 02:32:54 PM »
BTW I don't suppose any of your other unused areas are composites of Athkatla buildings? I'm planning to make a new area of the city (a trades district, with various shops, a couple of inns and a temple), and it would save me a heck of a lot of time if someone else had already done it ;).

I don't remember,  I dont think so... but I vaguely remember having a similar idea several years ago about making a "Hammock District" per the Simpson's  ;D     I will take a look.   I have over 50GB worth of render work.   Most of that is unfinished junk... but will offer anything that is useable.

Cuv

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #15 on: February 02, 2005, 05:51:20 AM »
Has Icelus.net been down for a while?

Offline jester

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Re: Cuv's Areas For You
« Reply #16 on: February 02, 2005, 07:24:35 AM »
It has been hax0red and taken over by the Cromptoni Assault Squads! It will be assimilated, remodelled and reopened soon. Just look what happened to the former G3.
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Offline jcompton

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Re: Cuv's Areas For You
« Reply #17 on: February 02, 2005, 10:16:50 AM »
Yeah, looks like the el-cheapo service provider is down. If they stay down much longer I'll put them up on PPG. Sorry about that.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline jcompton

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Re: Cuv's Areas For You
« Reply #18 on: April 10, 2005, 10:03:37 AM »
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #19 on: April 12, 2005, 02:27:10 PM »
Exploration indicates that the "Improved Asylum" mod seems to be laying claim to the latest area. What's up? Is it still available for public consumption, or what?

Offline Cuv

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Re: Cuv's Areas For You
« Reply #20 on: April 13, 2005, 01:45:15 PM »
I let Rastor know that JC had it... I made it for him originally.   Perhaps he will pop in and let us know if he wants exclusive use to it or not.

On a side note:  The extra assylum area artwork is complete.    It contains a working area with a quickie searchmap (that will need fine tuning).   It will need to be linked to the existing levels by entrances and exits(of course:)).  The exits are positioned to fit between the first and second levels.   Contains torch and candle animations... but nothing else.  The upload also includes all the door bitmaps ready for adding.

Cuv

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #21 on: April 13, 2005, 01:59:25 PM »
Yeh, I'm looking at using it.

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #22 on: April 14, 2005, 03:23:15 PM »
Rastor?

Offline Rastor

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Re: Cuv's Areas For You
« Reply #23 on: April 16, 2005, 08:06:13 AM »
I've already got it coded up and it will be in the next version of Improved Asylum.

Offline SimDing0™

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Re: Cuv's Areas For You
« Reply #24 on: April 16, 2005, 10:14:00 AM »
But is the art still available for public use?

 

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