Author Topic: Medieval City  (Read 9850 times)

Legacy_Zwerkules

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« Reply #210 on: January 20, 2012, 12:52:39 pm »


               This is something new to me because I only have Photoshop Elements and don't have a lot of those fancy Photoshop filters and nice functions for blending textures.
               
               

               
            

Legacy_henesua

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« Reply #211 on: January 20, 2012, 02:49:30 pm »


                You should have the ability to blend layers.http://tv.adobe.com/...ayers-together/So if you put a greyscale copy of your texture on one layer, and a color version on another layer. You can separate color from value and then start to work on manipulating the color layer. It is a bummer not to have smart blur, but I still think its a good strategy.
I am able to do the same in Pixelmator which shouldn't have that much more functionality than Photoshop Elements.
               
               

               
            

Legacy_Tiberius_Morguhn

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« Reply #212 on: January 20, 2012, 05:56:26 pm »


               Pffft.  Photoshop.  Hmmpf.  I use the GIMP for all my texture work.  Works exceptionally well, and has 100% discount over Photoshop.  All the filters, gizmos and gadgets you could want.  Even has DDS and PLT plugins available.

http://www.gimp.org/windows/
               
               

               
            

Legacy_Zwerkules

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« Reply #213 on: January 22, 2012, 10:30:11 pm »


               'Posted

I uploaded a new version to the vault today. My guess that I'd need about 100 tiles to make the wall crossers work between chasms and cobble and raised cobble was so wrong. '<img'>
I've made nearly 200 new tiles for the chasm terrain and wall crossers between it and cobble terrain. Raised cobble terrain doesn't work next to chasms yet. It would take less than 50 tiles to make it work, but having a wall crosser between raised cobble terrain and chasms would need over a hundred tiles more and the cliff would be over 20 metres high.
I don't think I will make those tiles. '-_-'
There will however be wall crossers between cobble and raised cobble terrain, so you could raise the cobble terrain on the tiles next to chasm tiles with wall crossers.
               
               

               


                     Modifié par Zwerkules, 22 janvier 2012 - 10:32 .
                     
                  


            

Legacy_YeOlde

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« Reply #214 on: January 23, 2012, 09:58:21 am »


               Hurray! *Downloading*

Edit: After som testing, it seems I can't pass through the "tunnels" I create down the chasm. An invisable barrier blocks the way.
               
               

               


                     Modifié par YeOlde, 23 janvier 2012 - 10:56 .
                     
                  


            

Legacy_Zwerkules

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« Reply #215 on: January 23, 2012, 02:38:53 pm »


               

YeOlde wrote...

Hurray! *Downloading*

Edit: After som testing, it seems I can't pass through the "tunnels" I create down the chasm. An invisable barrier blocks the way.


I guess you try to pass under one of the rock 'bridges'. This is not a bug, but an engine limitation.
It is only possible to have the walkable part of a tile at one height.  Since the rock bridges are walkable, you can't walk below them. ':crying:'
I didn't put any visible obstacles like rocks there because I intentionally left that to the builders who can put some placeable there if they like.
You can see where you can walk and where not if you look at the 3d grass. If there's 3d grass on the ground, you can walk there, if there's none, you can't.
I'll make a few tiles with 'door' transitions on each side of the rock bridges, so a builder can make a transition from one side of the rock bridge to the other and make unacessable parts of the map accessable to the PC.
               
               

               


                     Modifié par Zwerkules, 23 janvier 2012 - 02:40 .
                     
                  


            

Legacy_Mecheon

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« Reply #216 on: January 24, 2012, 09:17:17 am »


               I have to ask the question, any chance of making the reverse of that? One where you can't walk over the bit above and instead underneath?

That way you could simulate walking over and under by having two different areas that look identical, just using the different versions. Just as long as there's no way down or up in the one area
               
               

               
            

Legacy_Zwerkules

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« Reply #217 on: January 24, 2012, 04:05:57 pm »


               That's easily done, Mecheon. I'll include a few of those tiles in the next update.
               
               

               
            

Legacy_Zwerkules

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« Reply #218 on: March 13, 2012, 09:40:18 pm »


               I finally started work on the alleys. Since those tiles have about twice as many buildings on them as regular building terrain, they have about 3000 polies each. Older computers may be unable to handle that, but I don't want to use simple blocks with roofs instead of more detailed buildings.':whistle:'
I think I'll upload an update once I finished alleys without height differences and another update after I finished the alleys with height differences.
The ground in the alleys will not be paved. There'll be mud and puddles there instead.

Mecheon, those rock bridge tiles will also be in the next update.
               
               

               


                     Modifié par Zwerkules, 13 mars 2012 - 09:45 .
                     
                  


            

Legacy_Zwerkules

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« Reply #219 on: March 13, 2012, 09:48:09 pm »


               

Vibrant Penumbra wrote...
Oh, please please please gimme some really good, I mean bad dark, ambushy alleys :happy:


I hope you're happy now. '<img'>
               
               

               
            

Legacy_Vibrant Penumbra

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« Reply #220 on: March 14, 2012, 02:37:10 pm »


               

Zwerkules wrote...
I hope you're happy now. '<img'>

You're such a sweety! '^_^'

But... <>

1) Your test mod is from Jan... no alley. ':?'
2) Your 3/12 update has no alleys in the palette, nor can I create them by jamming buildings together (unless there's a trick.) ':huh:'
3) Trying to create new area...':pinched:'

So. Happy? Well, happy with you... '<img'>
               
               

               


                     Modifié par Vibrant Penumbra, 14 mars 2012 - 05:49 .
                     
                  


            

Legacy_Zwerkules

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« Reply #221 on: March 14, 2012, 03:43:04 pm »


               I said I am working on the alleys. I never said they were finished '<img'>.

I can create new areas without getting an access violation. I checked the set file and there's nothing wrong with it. Can you place bridges across water in already existing areas? Those bridges were the last tiles I added.

Are you perhaps using other tileset haks as well?
               
               

               
            

Legacy_Vibrant Penumbra

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« Reply #222 on: March 14, 2012, 04:17:01 pm »


               

Zwerkules wrote...
I said I am working on the alleys. I never said they were finished '<img'>.

*very small voice* oh.':mellow:'

I can create new areas without getting an access violation. I checked the set file and there's nothing wrong with it. Can you place bridges across water in already existing areas? Those bridges were the last tiles I added.

I can create the area, but that violation worries me. Maybe something to do with an NVIDIA GeForce 305M graphic card on a laptop?':huh:'

Bridges do work great, though. And I love what you and TM are doing with the lilly pads '<img'>

'Posted

Are you perhaps using other tileset haks as well?

Not yet. Just was really eager to play in your alleys! '<img'>
               
               

               


                     Modifié par Vibrant Penumbra, 14 mars 2012 - 04:18 .
                     
                  


            

Legacy_Zwerkules

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« Reply #223 on: March 14, 2012, 05:02:17 pm »


               The lilly pads and the bridges are from the TNO tileset. Apart from changing the textures I only made small changes to them, mainly to get rid of a couple of texture smears those tiles had.

When the first version of alleys is finished you'll still not see an alley crosser on the palette. I'll use the road crosser as an universal crosser. It's a road when used on grass tiles, a paved road on cobble tiles (unfinished), wooden docks on water tiles (also unfinished) and alley on building tiles.

At a later point I'll add alleys that will be the same as the other alleys except that they'll have no night/day animations and the houses will have cracks in the walls and holes in the roofs. I'll add an alley crosser to the palette for those 'dark' alleys.
               
               

               
            

Legacy_henesua

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« Reply #224 on: March 14, 2012, 05:27:25 pm »


               That sounds like a very good plan, Zwerk.