Author Topic: Medieval City  (Read 9828 times)

Legacy__six

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Medieval City
« Reply #15 on: March 28, 2011, 01:37:30 am »


               You could always leave them selfillum both day and night. It won't really show up in the daytime, after all.
               
               

               
            

Legacy_Calgacus

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« Reply #16 on: March 28, 2011, 04:05:16 am »


               looks great, please post a bunch more screens.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #17 on: March 28, 2011, 03:05:35 pm »


               realy looking good with all the little details. that alley shot is a bomb:)
               
               

               
            

Legacy_henesua

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« Reply #18 on: March 28, 2011, 09:22:08 pm »


               Wow!
               
               

               
            

Legacy_Zwerkules

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« Reply #19 on: March 28, 2011, 09:52:07 pm »


               Calgacus asked for more screenshots, so here are two more:

'Posted

'Posted
               
               

               
            

Legacy_NWN DM

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« Reply #20 on: March 28, 2011, 10:26:06 pm »


               Very nice!
               
               

               
            

Legacy_Wall3T

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« Reply #21 on: March 29, 2011, 02:04:01 am »


               the more pics you give... the more im seeing Elder Scrolls: oblivion in this, is that where most of the inspiration came from?
               
               

               
            

Legacy_Guest_Chrysoli_*

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« Reply #22 on: March 29, 2011, 06:04:44 am »


               That's really looking nice!
               
               

               
            

Legacy_Eradrain

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« Reply #23 on: March 29, 2011, 06:45:01 am »


               I too am a big fan of the little details, and the alley screenshot (The ivy, the not-quite-geometric layout of some of the buildings).  More like that, please!

If you don't have a dedicated alley-terrain made yet, let me take the opportunity to request it.  NWN's streets are so unrealistically wide, usually.
               
               

               
            

Legacy_simomate

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« Reply #24 on: March 29, 2011, 01:04:52 pm »


               Crap thats so much better then the default city. It actually looks medieval. The thing that has always annoyed me about the city tileset, is it didn't feel like it's time. Not to mention, this is far more detailed.
               
               

               
            

Legacy_Zwerkules

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« Reply #25 on: March 29, 2011, 03:29:34 pm »


               oOKyeOo, I have played Oblivion, but that is not where the inspiration came from. There are a few buildings I made which are based on photos of medieval houses, one in Great Britain and the rest in Germany, but the majority of the houses I simply built without having any photos or other computer games as an inspiration. I still have four photos of houses I want to build, so there'll be as many houses I made with the 'aid' of photos as there'll be houses I simply made up.
Oh and one tower is from the TNO tileset, it didn't fit in because of the size, so I resized it and made a house with the tower in one corner and it now has the right size.
The broad city walls (which are actually raised terrain) are from the TNO tileset also. I adjusted their height a little. I will also add the cliff terrain from TNO, but with rocks and grass at the bottom instead of sand and sea.
               
               

               
            

Legacy_henesua

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« Reply #26 on: March 29, 2011, 07:43:06 pm »


               That sounds great. Especially the bit about broad walls being raised terrain, and the cliffs having grass at the bottom.
               
               

               
            

Legacy_Zwerkules

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« Reply #27 on: March 29, 2011, 08:23:51 pm »


               Speaking of walls, I haven't made a wall crosser yet and still have to decide what it should look like. So far I only know that I don't want low walkable walls like in the TNO tileset. If I make the wall crosser walkable at all it will probably be more like the one in my roman tileset but with round towers instead of square ones.
I might not make it walkable at all and make a thinner wall, but high enough for standard doors to fit in.
I'm open to suggestions. Are there some special kinds of walls you'd like to see in this tileset?

Alleys are the next thing I'll make after I made the few buildings I've still planned to make for the building terrain.
Then I'll make tile groups like inns, townhalls, temples and other houses.
               
               

               


                     Modifié par Zwerkules, 29 mars 2011 - 07:27 .
                     
                  


            

Legacy_lordofworms

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« Reply #28 on: March 29, 2011, 10:00:28 pm »


               I am really loving this work Zwerkules! I loved what you did with the gnome houses (that was you right?) and I really, really love this

as far as suggestions go? heh, get to us, with or without the crossers,walls and the alleys...
you can always add these in afterwards in updates.

this has several advantages over disadvantages.
1) Players can report showstopping bugs in the BASE design much faster then you or any 3dsmax/Gmax plugin
2) If your designs keep the 'base set' then adding walls at a later time can be seamless..
example. I download the ZwerkCity.hak and make my area and make my PW and my players all love it. a week later you update it to add walls...
well I didnt need walls, I only needed that awesome looking city..but doesnt matter as any new players who DL the new hak will *still* have everything for the original...they just wont *see* it cause I didn't utilize it. of course disadvantage is if the PW builder WANTS to use that new stuff, then he has to have a player anouncement to re-download the hak.
3) As I mentioned above...what if 90% of your ...what to call us...followers? lol..what if 90% of your followers have no need for your wall crossers  thin or thick and they are all just waiting to use what you already have had done for months and months..but they are waiting because someone suggested walls or what not.
4) Suggestions will come much easier if people can actually see and build with it...I dont know if I need a thick or thin wall because I dont know how much space I have in the first place..etc.

In the end each person has thier way of doing things..

some artists I notice tends to just come out of nowhere with something awesome and Boom there it is, ready to download.
I upload a single tile tileset and go from player/builder feedback where to go from there
others still, open project pages (like yourself) and get help from others where to go and maybe for some inspiration..but again, pictures only go so far as to make us *want it* but I dont think we can be very helpful except for the occasional generic "it would be great to have water/hills/mountains/sand/dirt/trails/trees/lava,etc kinda things"

genuine constructive ideas?
1) This tileset is begging to have some 'destroyed' tile feature choices...what do we have know for that just been war ravaged look? a few ugle tile features from the default city tileset (please dont use those if the idea is inspiring..lol)
2)proper sewer entrance tile feature, or even a pumphouse kinda sewer building that builders could use to transition to those sticky sewers.


now one last thing, you said your tile lags more with night transition animations,etc
are you using TGA or DDS, what paint program are you using if its TGA?

the reason I ask, is because I also had issues like this and I forget if it was changing my DDS to TGA or vice versa that fixed it.


but really really great looking set, and I KNOW I am going to be using it when its released!
               
               

               
            

Legacy_Zwerkules

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« Reply #29 on: March 29, 2011, 10:33:59 pm »


               Thanks, Lord of worms!
I wasn't going to wait with the upload of a first version until I got the walls finished. I didn't have the time to upload it toady, but I will do so tomorrow. Then it will be around two days till it gets approved.

The way it is now it will be too laggy at night for just about everybody and probably also laggy at day for people with slower computers. But I never wanted to wait with the upload until I solved that problem. The sooner I upload it, the sooner a lot of people can have a look at it and maybe make a suggestion how to fight the lag without reducing the detail of the buildings.
I might do what Six suggested and make the windows self illuminated at all times, but I fear that it might be the illumination itself more than the animation that causes the lag.
I could use the second animloop for the illuminations of the windows, so if this still causes lots of lag, the animation could be turned off.
Another thing I tested is that I used 'renderaabb' at night so the walkmeshes which really don't have many polygons got rendered instead of the buildings and the frame rate was still down at 16,
so all I can think of is that the lag is caused by the selfillum of the windows.

I have all my textures (except for the water and 3d grass texture) converted to dds to keep the download smaller than 25MB. So I could try to use TGA instead.
Also, I have four different window textures and none of them is used as a repeated texture, so I could put all four textures into one texture. Maybe that would reduce lag a little.