Author Topic: Medieval City  (Read 9851 times)

Legacy_Vibrant Penumbra

  • Full Member
  • ***
  • Posts: 238
  • Karma: +0/-0
Medieval City
« Reply #225 on: March 14, 2012, 05:47:59 pm »


               hrmph. <>

BF "updated drivers" and twiddled with some doohickeys or thingamajigs.

Didn't matter ':crying:'

Seems I get that violation with any mod now.
Doesn't seem to affect working on it or saving it, though.
But it's not your tileset, so I'll take that ugly pic up there off your pretty thread.

Think I'll just be quiet now... ':unsure:'
               
               

               


                     Modifié par Vibrant Penumbra, 14 mars 2012 - 05:53 .
                     
                  


            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Medieval City
« Reply #226 on: March 14, 2012, 05:56:14 pm »


               If you search the Omnibus a couple of people have reported the 007cd421 on module load when using the toolset.  Might be a good place to start.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #227 on: March 14, 2012, 09:32:02 pm »


               

Vibrant Penumbra wrote...
Seems I get that violation with any mod now.
Doesn't seem to affect working on it or saving it, though.
But it's not your tileset, so I'll take that ugly pic up there off your pretty thread.


I'm sorry to hear that. I hope you can solve the problem.

If you're curious, this is what the alleys I've finished so far look like. They're really narrow. Maybe huge creatures will get stuck. '<img'>

'Posted

BTW did you try to run the toolset in one of the compatibility modes? Maybe it will help.
               
               

               


                     Modifié par Zwerkules, 14 mars 2012 - 09:58 .
                     
                  


            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Medieval City
« Reply #228 on: March 14, 2012, 11:48:44 pm »


               

Vibrant Penumbra wrote...

hrmph. <>

BF "updated drivers" and twiddled with some doohickeys or thingamajigs.

Didn't matter ':crying:'

Seems I get that violation with any mod now.
Doesn't seem to affect working on it or saving it, though.
But it's not your tileset, so I'll take that ugly pic up there off your pretty thread.

Think I'll just be quiet now... ':unsure:'



Nvidia cards *should* be fairly stable, though don't know about the mobile versions.  I usually get access violation errors when I've removed resources a particular module needed.  IE 2das reference rows that have been removed, or I removed models or something from a hak.  I've generated access violations in all sorts of places though.  Out of curiousity are you using the nwnTX toolset compiler by virusman?
               
               

               
            

Legacy_Vibrant Penumbra

  • Full Member
  • ***
  • Posts: 238
  • Karma: +0/-0
Medieval City
« Reply #229 on: March 15, 2012, 09:06:23 pm »


                Hiya CtSneakyGuy

Sometimes I use NwNtx, sometimes I dont. Depends what I'm doing on which computer.

The BF tracked it down to a corrupted Bif in Data. '<img'>
I swear I never touched him! ':whistle:'

And who names a file "Bif", anyway? Sheesh! '<img'>
               
               

               
            

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Medieval City
« Reply #230 on: March 16, 2012, 01:10:45 am »


               Most excellent stuff every time Zwerk, how do you do it?  I'm guessing magic. ':wizard:'
               
               

               


                     Modifié par cervantes35, 16 mars 2012 - 01:11 .
                     
                  


            

Legacy_Mecheon

  • Hero Member
  • *****
  • Posts: 664
  • Karma: +0/-0
Medieval City
« Reply #231 on: March 16, 2012, 09:58:49 am »


               

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

Swank!

I have to go update over at some point, but I'm sure people will find some pretty nifty ways to use these. Its always been a plan of mine to use that to create the illusion you can go above and below something
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Medieval City
« Reply #232 on: March 16, 2012, 07:25:47 pm »


               me likes '<img'>
               
               

               
            

Legacy_Karvon

  • Sr. Member
  • ****
  • Posts: 430
  • Karma: +0/-0
Medieval City
« Reply #233 on: March 18, 2012, 06:50:34 am »


               Indeed!  Alley's are a must for any city I build these days. I'm eagerly awaiting the release with their inclusion.

Karvon
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Medieval City
« Reply #234 on: March 18, 2012, 10:40:06 am »


               you know those floor windows are missing iron grates
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #235 on: March 18, 2012, 04:22:10 pm »


               Iron grates are a good idea, but I don't want to raise the poly-count even more. When I make placeables for this tileset, I'll make those iron grates as placeables. There'll be a number of building decorations anyway.
               
               

               
            

Legacy_Vibrant Penumbra

  • Full Member
  • ***
  • Posts: 238
  • Karma: +0/-0
Medieval City
« Reply #236 on: March 18, 2012, 05:28:54 pm »


               

Zwerkules wrote...
If you're curious, this is what the alleys I've finished so far look like. They're really narrow. Maybe huge creatures will get stuck. '<img'>

< snip >

Oh! Z! That's gorgeous'<img'>

Just what I want (after a little decorating). '<img'>

Thank you!

Ok, back to plucking stupid feathers... <><>

               
            

Legacy_Kalindor

  • Newbie
  • *
  • Posts: 43
  • Karma: +0/-0
Medieval City
« Reply #237 on: March 18, 2012, 06:04:12 pm »


                Some constructive criticism: The alleys are really neat but the seam between the walls and the ground is quite obvious to me. Perhaps some dirt on the walls or rocks around the base of the wall would blend them together. It can be done with placeables if it would require too much effort, of course.
               
               

               


                     Modifié par Kalindor, 18 mars 2012 - 06:05 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Medieval City
« Reply #238 on: March 18, 2012, 06:58:39 pm »


               beautiful work zwerkules. Those alleys realy improves the feeling of a medieval town. Keep up your detailed nwn art:)
               
               

               
            

Legacy_Vivienne L

  • Full Member
  • ***
  • Posts: 130
  • Karma: +0/-0
Medieval City
« Reply #239 on: March 19, 2012, 08:56:40 pm »


               So beautiful!