Sen, the red tiled roofs are authentic. The walls are loosly based on the walls of Rothenburg and some of the towers that I am still working on are based on towers of the wall of Osnabrück.
All the towers of those walls have red tiled roofs. As have those of the towers of Nuremberg which Six mentioned (which I have never seen, so I just googled them
'>. When looking for those pictures of the medieval townwalls a few minutes ago, I also found a picture of a part of the townwall of Tallinn in Estonia which looks even more like the townwall I built than the townwall of Rothenburg
'>.
As for your other suggestions,
I'll make a house which has no day/night animations at all, but will use the three animloops instead. One for the chimney smoke, one for half the windows and one for the other half.
So if you turn on an animloop for the windows, they'll always be lit, even during daytime. If the light at daytime is hardly noticeable, I will probably remove all the day/night animations from the houses and use animloops instead. Then I don't need any additional houses. People who want windows that are lit at night can turn on the animloops and people who don't want them can turn them off. That might even improve performance on older computers a bit.
Ruined buildings and walls:
I can and probably will add those, but only after I added everything else I planned. Alleys and castle terrain have a higher priority for me.
Raise lower for grass and a middlelayer terrain for both grass and cobble/buildings:
I already have raise/lower and a middle layer terrain for my other tileset, so adding that would hardly be any work at all, but I'll see how big this tileset grows and if it already has lots of tiles for a city, I won't add any more rural tiles. I don't want this to become too big.
The rural tileset will probably a separate one.
As for a middlelayer terrain for the cobble and building terrain, that's not going to happen, because as you said it would be a huge implementation.
I once saw a list someone made about combining terrains and which and how many tiles are needed for it. I know I saw it when looking for something totally unrelated in the NWN Omnibus, but I can't find it again:P. I think he said you'd need 72 tiles for combining four terrains.
For the building and cobble terrain I could only think of 64 different tiles, so there may be some combinations that are not possible yet.
The lists were for terrains without a raise/lower option. So if you take two terrains which can be raised, it is the same as four terrains that can't be raised. If I'd add a middlelayer to those terrains that already need 72 tiles (without any variations), I'd probably need well over 100 new tiles. That's a quarter of everything I've made for this tileset so far.
Since the rivers and alley crossers will also work on building and raised building terrain, I'd have to make those work for the middle layer terrain as well, which would mean I'd have to add dozens of tiles more.
So if I ever plan on finishing this tileset, I'll have to forego a middle layer terrain.
Overridding hak for texture seasonal switch:
I want to make a winter version of this tileset, but a simple override of textures won't do. I want to add icicles and thick snow in the corners of the alleys. So it will have to be a separate tileset.
Modifié par Zwerkules, 12 juillet 2011 - 04:26 .