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Art Asset Requests

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    liquinliquin Member Posts: 34 Arc User
    edited June 2013
    scaling.. everything.

    grass & shrubs should be area nodes not just specific objects. You drop a node, you scale it to fill the size you want to cover, it drops random grass.

    ALL rocks from the game.

    Oak trees & root systems/objects

    Grey Fog particles. Brown fog is strange.
    Fog should be peaceable with a cube volume. when I drop a fog particle object I have no idea how far it goes & where it ends, I need a cube that I can resize & make particles over a large area, instead of dropping a thousand small fog objects that only cover the ground.

    character costumes should essentially have all clothing options available. Let the player decide what they want, even if it looks "bad". it's the only way to allow us to be truly creative.
    Allow us to have naked monsters. Werewolves, lizardmen, etc... It make little sense for a werewolf to walk around in a leather jacket or a robe, wearing jewelry. the whole tragedy of werewolves is that they've lost their humanity & are beasts. not that they need to shave all day. They aren't going to have armor & boots unless they are torn up.
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    jaggeropthjaggeropth Member Posts: 75 Arc User
    edited June 2013
    Like to be able to "hide" sections of my maps that I have finished to gain increased performance in the editor. The response time on my current map is now 2-3 seconds. I have to be extremely careful not to delete entire rooms because I hit the delete key before the foundry has figured out what I just clicked.
    If a tree falls in a virtual forest, how big is the sound file?
    Please review my "Finger of God" campaign: NWS-DPJMGYJGV
    Quest #1: NW-DS24FX4BC - Cragsford
    Quest #2: NW-DTPUNXUAB - Mine's Mine
    Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
    Quest #4: NW-DSCFDT5WS - Finger of God
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    ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited June 2013
    Some items that I would like to see, a few are repeats that others have asked for.
    Round and square castle towers that are castellated.
    Moat
    Drawbridge
    Portcullis(could be part of gatehouse graphic)
    Cobblestone road
    Paths(like the ones on the pre-made maps would work, would like to be able to place my own path)
    Siege Engines
    Full size wagons(with and without horses hitched)

    For the castle pieces, items from Blackdagger Ruins are available, but need to be stiched together, and most are in a ruined condition. The tower pieces don't fit with the wall pieces architecturally. The clustered castle pieces are also all ruins.
    [SIGPIC][/SIGPIC]
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    eldartheldarth Member Posts: 4,494 Arc User
    edited June 2013
    Some items that I would like to see, a few are repeats that others have asked for.
    Round and square castle towers that are castellated.
    Moat
    Drawbridge
    Portcullis(could be part of gatehouse graphic)
    Cobblestone road
    Paths(like the ones on the pre-made maps would work, would like to be able to place my own path)
    Siege Engines
    Full size wagons(with and without horses hitched)

    Moat - 10x10 water planes + dwarven bridges sunk below water planes?
    Drawbridge - there is one in there - at least the bridge portion - add some chains.
    Portcullis - there are at least 2-3 in there already
    Cobblestone road -- stone walls turned sideways and sunk in ground?
    Full size wagons - I know there is at least a two wheel one on there - could probably rotate and add a horse.
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    aerroneaerrone Member Posts: 0 Arc User
    edited June 2013
    I would like to see npc and encounter mobs not fall threw a object like a floor wall or bridge you place it on as its not Sean as a solid object a option to beable to move npc and encouters in 3D editing

    also if once a custom look of a encounter is made to be able to use it again or add a option npc customs can be made into encounters

    a fly mode for 3D editing so you don't fall threw a floor when moving it

    o ya be able to move teleport in 3D editing option to be able to make appear after a battle add a boss list of incounters we need harder fights for boss
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    pasainpasain Member Posts: 53
    edited June 2013
    aerrone wrote: »
    beable to move npc, encouters, teleports in 3D editing

    a fly mode for 3D editing so you don't fall threw a floor when moving it

    ^ Yup, Also moving traps in 3D mode.

    Please Please Give invisible walls, either a shade in 3D mode, they are horrible to place, or a Set of matching chroma templates so they can be placed, lined up, then swapped. Invisible Tubes would be nice too..

    Give teleports an interact switch so you can lock them out, and a loop to allow them to be on/off mulitple times, without making redundant objects and dialogue.

    Component area/placemark when area left allow an enable/disable switch. component reached/component left with multiple uses

    An active palette for 3D editing, last 5-10 objects would be handy for detail work and polish too. Having to switch modes or copy/paste.. fall through the floor reset 3D mode is abit tedious, fly mode would help alot here.

    Pasted items gain targeting reticle prior to a mode switch.

    More lighting/shadow options for external maps. I have possibly missed that setting.

    More Floors, or non green external maps. There is only so much you can do with green grass and clear water. Floor re-zero. I guess I could have done that with Invis walls.. but that is in hindsight.

    Visual limit dome/crop would be handy for cutting out excess grass on map periphery etc.

    Bat swarm(triggered) for cave ceilings etc.

    Probably been said already.. more mindflayer textures. Landscapes and details.

    Cheers.
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    aucsassinaucsassin Member Posts: 2 Arc User
    edited June 2013
    I am going to throw my voice at more landscape choices and details.


    I have been trying to make a mountain village but the only snow maps available are so cluttered with immovable trees and rocks and radical variations in elevation that it is a chore to set up a few buildings let alone a village without a tree growing out of a building or part of it floating above ground. My only choice currently is to make my own but the flat maps come in every color/texture you want as long as its green grass.

    There are lots of choices for the sky backdrop but nothing for the ground. Snow fields, sand dunes, dry grass and scrub (think Westfall from wow)... etc.
    Make buildings editable in 3D mode perhaps? A little tilt here a shrub there.. I can work with that.
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    ashtaar737ashtaar737 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 3 Arc User
    edited June 2013
    For the love of God, PLEASE make an object-resizing option!

    As for actual objects:
    Drow Architecture.
    Drow Interiors.
    Drow Furniture.
    Much more Indoor House layouts for Humans.
    Temples.

    An object-resizing tool/option. And an object-resizing tool. Did I mention object-resizing tool?
    Ok, I'll stop now.
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    jaggeropthjaggeropth Member Posts: 75 Arc User
    edited June 2013
    Thicker fog. I'd like to see a fog that gives you levels of visibility 75%, 50%, 25% (that is to say that for any given object placed in this fog, only X% of the object is visible at any given time - roughly. Oh and a 0% fog would be really cool. Also, darkness areas would be really cool too. Imagine players trying to fumble their way through a 20ft long corridor of blackness? :) Now imagine sticking a 4-way intersection in the middle of the darkness. I'm guessing they won't always emerge on the side they wanted to. ;) All the really good DM's are partially evil.
    If a tree falls in a virtual forest, how big is the sound file?
    Please review my "Finger of God" campaign: NWS-DPJMGYJGV
    Quest #1: NW-DS24FX4BC - Cragsford
    Quest #2: NW-DTPUNXUAB - Mine's Mine
    Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
    Quest #4: NW-DSCFDT5WS - Finger of God
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    gabegonzogabegonzo Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2013
    I agree with adding some Elven architecture and assets. This could be expansive to cover outdoor assets, like giant tree homes, suspension bridges leading to buildings in trees, etc.

    On the flip side, some majestic castle assets. Like Camelot based. Grand doors, pathways and columns. Gold trimmed assets (doors, chairs, windows, columns, tapestries). Royal red carpet along with some throne room objects. Everything being very clean, brightly lit, white/marble colored, barely used types of assets/wall materials. Prestine condition style and atmosphere. So would also need matching npc's, cleanly built structures/towers/stables and anything else that would fit into a castle setting that looks like its been pressure washed every hour.
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    sourcreamkingsourcreamking Member, Neverwinter Beta Users Posts: 268 Bounty Hunter
    edited June 2013
    Well, would be nice to have the ability to have lootable skill-related stuff. (Limited by a small amount pr. quest)
    The same goes for random treasure-chests.

    Also, the entire Monster Manual available as encounters/NPC's wouldn't hurt. :cool:
    [SIGPIC][/SIGPIC]
    The entire campaign can be found here: NWS-DQS27OINC

    Individual quests:
    1. Heeding the Call - NW-DMJCDZ5XJ
    2. Bored of the Rings - NW-DFWE3XR6W
    3. Draconian Ways - NW-DUNZEJG2J
    4. When All is Said and Done... - Look at the picture ;)
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    jaggeropthjaggeropth Member Posts: 75 Arc User
    edited June 2013
    Sliding Platforms/Objects that follow pathing points (much the same way mobs follow patrol points). Have it go from A to B and optionally have it loop. Even just between two points (origin) and target point with a return option would be nice. E.g. Player comes to a river and there's a barge with an attendant. You pay the attendant and they take you across the river. If you go vertical you can have elevator platforms. If you want to get fancy, have a horse-drawn wagon that follows a path. Unless they were one object though, synchronizing them would be a pain. You could have escort quests where the player must protect the "Caravan". Kinda old-school but just sayin'...
    Sarcophagus mimics!! (Stone mimic vs wood) after all they are called "mimic", they should be able to mimic a lot of things: Column, rought-iron-fence, vase, friendly NPC :)
    If a tree falls in a virtual forest, how big is the sound file?
    Please review my "Finger of God" campaign: NWS-DPJMGYJGV
    Quest #1: NW-DS24FX4BC - Cragsford
    Quest #2: NW-DTPUNXUAB - Mine's Mine
    Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
    Quest #4: NW-DSCFDT5WS - Finger of God
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    werekitty39301werekitty39301 Member Posts: 0 Arc User
    edited June 2013
    Wall maps
    Wanted posters
    Entertainment posters
    Visible landscape paintings.

    Visible empty plates.
    More food props. Sausage inna bun?
    More drink props. More filled cups and goblets for a nice variety of settings. Also goblets. Nobles would have wine goblets
    Kitchen props, like pots, and pans that can be placed on the wood burning stove.

    More clerical paraphernalia, including temple furniture, and symbols/banners of all acting gods.

    Desks, alchemy tables, writing utensils, inkwells.

    The ability to change the color of the various bottles, and crystal balls.

    SITTABLE CHAIRS/couches, benches etc. Or a "sittable" area that can be placed on same.
    Also: A setting to allow NPC's to sit on various chairs, stools, and other sittable props. The crossed arm animation.

    Treasure and coin pile props for when setting up a treasure-room or vault setting.

    A bigger detail budget.

    Empty plaques to frame weapons, so they can be displayed like trophies. Boss-drop weapons to be used as trophies.

    TRAINING DUMMIES, archery targets.
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    demiurgerealmdemiurgerealm Member Posts: 109 Bounty Hunter
    edited June 2013
    Arabian Knights/Al Qadim themed buildings and detail objects

    Pillows

    Wine bottle

    Goblet/wineglass

    Round/oval rugs

    More landscape paintings

    Skull on a stick

    Single coil of rope

    Hanging shackles that could be attached to a wall or post
    -Agent of Satan, but my duties are largely ceremonial.

    Realm of the Demiurge Foundry Works

    Neverwinter isn't D&D, it is a MMO based on a game that uses D&D terms but isn't really D&D either. NW is fun (for that matter so is 4E), but it isn't D&D, and once you wrap your expectations around that you will be able to enjoy the game for what it offers and not worry about what it does not.
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    xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Visible landscape paintings.
    Visible empty plates.

    The landscape paintings and empty plates currently in the foundry are visible, but only if you have high detail objects set in your video settings.
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    sexijinxsexijinx Member Posts: 0
    edited June 2013
    when are you all gonna get some color for gear and also some somthing like makeovers so we can get some different looks round the game. the colors we we all wear are so drab :/ i like the game but i would like to see us look more fashionable plz an ty ......:)
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    mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    Officially requesting all art assets that are already in the game. How about that?
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
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    rdxcyclordxcyclo Member Posts: 0 Arc User
    edited June 2013
    mokah wrote: »
    Officially requesting all art assets that are already in the game. How about that?

    This. Also would like to see much more non-combat clothing.
    Making my name with Foundry - @rdxcyclo

    First installment of Gavin the "Lucky" series is live

    Episodes:
    Gavin the "Lucky": Prologue - NW-DEZSTNUT7
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    meysameysa Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 72
    edited June 2013
    Squirrels and more woodland creatures, like bids, badgers, moles, voles, etc... :-)
    Storming Monte Hall Review Thread
    Storming Monte Hall NW-DRAQHLR54
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    sunrunnersunrunner Member Posts: 0 Arc User
    edited June 2013
    Windows. That's all I want for christmas.
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    sourcreamkingsourcreamking Member, Neverwinter Beta Users Posts: 268 Bounty Hunter
    edited June 2013
    Ohh, I found something that would be useful. For me anyhow. Yesterday.

    Cairns... With and without fire. Superb ancient communication.
    [SIGPIC][/SIGPIC]
    The entire campaign can be found here: NWS-DQS27OINC

    Individual quests:
    1. Heeding the Call - NW-DMJCDZ5XJ
    2. Bored of the Rings - NW-DFWE3XR6W
    3. Draconian Ways - NW-DUNZEJG2J
    4. When All is Said and Done... - Look at the picture ;)
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    drayfindrayfin Member Posts: 0 Arc User
    edited June 2013
    Just a basic, simple farmhouse. Something that does not look like it belongs in the city.
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    werekitty39301werekitty39301 Member Posts: 0 Arc User
    edited June 2013
    Closable doors. Please, for Torm's sake, closable doors.
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    neurojamneurojam Member, Neverwinter Beta Users Posts: 18 Arc User
    edited June 2013
    Just a map with all open ocean would be great
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    almostcoolalmostcool Member Posts: 0 Arc User
    edited June 2013
    neurojam wrote: »
    Just a map with all open ocean would be great

    That already exists.
    [SIGPIC][/SIGPIC]
    The Spellthief Trials
    By @Stebss
    Short Code: NW-DM900IFHK
    Tired of Being the Hero: NW-DGTOU4N94
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    shaunthemadshaunthemad Member Posts: 6 Arc User
    edited June 2013
    sunrunner wrote: »
    Windows. That's all I want for christmas.

    Agreed windows, and maybe even some curtains
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    nonamesavaliablenonamesavaliable Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 12 Arc User
    edited June 2013
    I started working with foundry a week or two ago and have since spent a lot of hours in it. Another thing I did was revisit all the maps in game to see what the original Cryptic creators used for their maps and such. In doing so, I've found out a lot of stuff that isn't implemented in the foundry, as well as certain mechanics that seem to be left out. For example, if one finds himself in Helm's Hold in the future, take a good look around. You'll notice some rock slabs are scaled bigger! Another nice thing I remarked was the fact that the walls they use in HH are actually Blackdagger and Fortress ones, but with different textures. I'd love to get my hands on these variants!

    Also, would you be so kind as to add the heads for the HH statues? It's quite silly having the big ones be like headless horsemen ^^
    Another 'issue' related to the HH area is the fact that they use certain human buildings - of which some are available in Foundry but not all - and they seem to be able to slap another texture on it. Also, for the love of all that is holy, could you fix the bug where you can't edit the houses in Map Preview mode in Foundry? Having to manually adjust the X, Y and Z coords to move it to the desired position is not only a PITA, but incredibly time-consuming!
    And while we're still on the subject of Helm's Hold, it'd be very much appreciated if you could also add the Ashmadai summoning circles (both unlit and lit), and the broken towers that are scattered across the forest.

    Another thing i'd love is the parapets used in the Blackdagger area. In foundry, we have the base of the tower, and the extension that kind of 'completes' it into a singular square tower. However, I've noticed you use another unique part to slim the openings on the side and make them into a parapet.

    More animate flags with different colors would be a welcome change as well. Big terrain chunks such as the Mossy Cave Wall would be greeted with open arms as well, since the Chasm ones are just a tad too big ^^

    Also, in the Vellosk zone there is an area at the very top, right outside the Grey Wolf dungeon entrance, called Elder's Rock. In the West you have the corrupted purple-flame shrine, and on the East side you have the "pure" one. This one, however, uses an unique FX that isn't avaliable in the foundry yet, and I was wondering if the ambiance in that particular area is attached to that special effect (since the sound dissipates as you move away from it, and grows stronger as you approach).

    I've got tons of other suggestions and begs, but I'll leave this post as concise as possible...for now ^^

    Thanks for your time!
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    meedacthunistmeedacthunist Member Posts: 3,085
    edited June 2013
    Agreed windows, and maybe even some curtains
    Windows already are in the Foundry. In more than one flavor.
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    ovaltine74ovaltine74 Member Posts: 0 Arc User
    edited June 2013
    Mine tracks that act like cloth. Lay them on a surface and they conform to the high and low spots. Sure would save a ton of time for me.....urm the next guy. Filling in the potholes under my tracks is taking a long time and wasting my precious details. Also would be nice to be able to adjust the curves of the tracks. They don't corner well in the small cave corridors
    [SIGPIC][/SIGPIC]
    NW-DMIME87F5
    Awaiting a serious response from the developers on the abuse of the review system by other authors.

    Video Preview
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    eldartheldarth Member Posts: 4,494 Arc User
    edited June 2013
    River sections that act like cloth and conform to the terrain.
    More river sections -- short/long straight WITHOUT waterfall, rapids, slight curves (15 degrees), bends (45 degrees), small pools.

    More building pieces -- bases, walls, wood ceilings/floors (5'x5', 10'x10', 20'x20, 50'x50', 100'x100) [with/without stair cutouts] , more stairs, single stone columns that match porches.
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