Author Topic: Medieval City  (Read 9831 times)

Legacy_Zwerkules

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Medieval City
« on: March 25, 2011, 09:44:20 pm »


               'Posted

The first version of the medieval city is almost finished.
I will probably upload it to the vault this weekend.
In later versions I will add smaller citywalls, docks, houses near water, alleys, rivers flowing between houses,
cliffs and drawbridges, bridges, a lot of houses (like pubs, inns and a blacksmith) and a few temples.
               
               

               


                     Modifié par Zwerkules, 25 mars 2011 - 09:47 .
                     
                  


            

Legacy_The Amethyst Dragon

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« Reply #1 on: March 25, 2011, 09:51:30 pm »


               Nice work!
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #2 on: March 25, 2011, 10:08:26 pm »


               Sheesh, you would think I would know by now to have a drool towel ready before looking at any of your tilesets, Z.  Looks awesome, I like the ivy growing on the walls.  Nice touch.
               
               

               
            

Legacy_Hekatoncheires

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« Reply #3 on: March 25, 2011, 10:38:42 pm »


               I liked the additions to your nwn2 houses tileset, the one with the lovely buildings. It is super intensive, however, on system resources - even running around an 8x8 map in single player is laggy. I am really looking forward to this one, as from the screenie it appears similar, and I loved the roman insulae from your ancient tileset. Lovely work, man!
               
               

               
            

Legacy_Zwerkules

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« Reply #4 on: March 26, 2011, 01:28:18 pm »


               The roman city tileset uses just as many polygons as the medieval city if not more and it uses more textures, but it still runs alot faster. I'm now pretty sure that the lag is caused soley by the night/day animations especially since the frame rate drops considerably at night when all the windows are lit.
It would suck to remove all the animations because they ad a lot of atmosphere to the tileset, but if it is too slow for most players otherwise, that's what I'll have to do.
               
               

               
            

Legacy_Hekatoncheires

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« Reply #5 on: March 26, 2011, 01:42:56 pm »


               Wasnt suggesting you did remove the anims, because Im sure theres ways to work around it - if you did, would be a good idea to leave a tileset up that has them.
               
               

               
            

Legacy_TSMDude

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« Reply #6 on: March 26, 2011, 04:03:58 pm »


               Dont remove the animations. You based it, I think, off the Castle Set from 1.69(?) and if you do the same removing of the Shadows I think it will remove this lag.
               
               

               
            

Legacy_Zwerkules

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« Reply #7 on: March 26, 2011, 04:34:03 pm »


               I was going to remove all the shadows anyway because trying to fix those was giving me headaches.
'<img'>
               
               

               
            

Legacy_Dark Defiance

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« Reply #8 on: March 26, 2011, 05:38:16 pm »


               NWN has shadows? Haha, I never have them enabled anyway. Great work Zwekules. I really like that castle gate/towers in the far back of the image.
               
               

               
            

Legacy_Bubba McThudd

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« Reply #9 on: March 27, 2011, 12:38:28 am »


               Looks awesome.  I can't wait to take a stroll through its streets.
               
               

               
            

Legacy_Wall3T

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« Reply #10 on: March 27, 2011, 02:18:22 am »


               wow...

you just made what ive been trying to replicate using standard nwn custm haks for a long time lol, if this gets out id have to redo all my villages again =)
               
               

               
            

Legacy__six

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« Reply #11 on: March 27, 2011, 02:28:27 am »


               Awesome! I'm tempted to nitpick and say that big TNO tower in the middle distance looks a bit off in scale compared to your own models, but frankly I think I'll be using your models in place of the TNO ones anyway by the looks of it.
               
               

               
            

Legacy_Zwerkules

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« Reply #12 on: March 27, 2011, 11:14:37 am »


               Six, you are right!  For the building terrain I used one tower from the TNO tileset and it really looks off scale. I only have six corner tiles so far and that tower is one of them, so I'll make three more instead of two more and add that TNO tower to the features. If someone wants to use it, it will still be there, but it won't appear when placing the building terrain somewhere.

Here's another screenshot of the medieval city:
'Posted

I now removed all the shadows and the frame rate that was at 30-40 during the day is now at 40-50 fps.
However the frame rate was at about 16 fps at night and it still is.
Even if I turn my graphics settings to the lowest setting the frame rate at night stays so very low.
So the night/day animations really must be the main cause for all this lag.
               
               

               


                     Modifié par Zwerkules, 27 mars 2011 - 02:55 .
                     
                  


            

Legacy_DM_Vecna

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« Reply #13 on: March 27, 2011, 10:43:24 pm »


               Keep up the hard work. If you can get the frame rate up a bit in the night that would be amazing but I am really planning on using this tile set a lot.

Thank you thank you thank you!
               
               

               
            

Legacy_Eradrain

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« Reply #14 on: March 28, 2011, 01:10:09 am »


               That looks downright incredible.  I'm following the progress of this release eagerly - can't wait to use it.