Author Topic: Medieval City  (Read 9852 times)

Legacy_Zwerkules

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« Reply #240 on: March 24, 2012, 09:54:20 pm »


               The alleys are really narrow:

'Posted

The alleys can be used now. I have finished at least one of each tile that is needed, but I have to make more variations for some tiles, so they won't be finished this week.
               
               

               
            

Legacy_Zwerkules

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« Reply #241 on: April 01, 2012, 09:58:04 pm »


               I uploaded an update to the vault today.

I have finished at least two variations of each tile that is needed to make alleys work on 'flat' terrain and raised terrain. They don't work on tiles with raised terrain that have buildings in all four corners yet or near water. Those tiles will be in the next update along with more variations for some of the alley tiles.

There's a major change I plan for this tileset if it won't destroy doors in already existing areas.
The engine can only erase or place a certain number of doors at a time which is bad enough, but now I found out that if you cycle through all possible variations of one tile by holding the shift key and right clicking on it, no doors get erased or placed at all. This leaves even more doors in the wrong places, sometimes deep within buildings so you can't even see and remove them. ':sick:'
So what I plan to do is replace all instances of door 1411 which is the door with the round top with door 0 which is a generic door - and add a few generic doors with round tops. I will leave the door model and the entry 1411 in doortypes.2da so hopefully already existing doors will not disappear.

I will test this and only make this change if it doesn't destroy areas people have already built with this tileset.

If it works it will have several advantages:
There'll be very few custom doors left in the alleys and the building terrain, so you won't get dozens of doors in the wrong places.
Placing or using raise/lower on building terrain will be faster.
You'll have more than one door with a round top that you can use. and while I have to add generic doors anyway, I'll will also make some standard sized generic doors that will fit the tileset. All the old Bioware doors have textures that really clash with the textures of this tileset, which only leaves a couple of the TNO doors to work with atm.

I'll try to make the doors compatible with CEP, CTP and Six's doors, so I'll use the genericdoors.2da from the CEP which seems to already be compatible with CTP. I don't know if merging of genericdoors.2da is done automatically if there are doors in one file that aren't in the other, so I'll copy entries for Six's generic doors to that file and than add entries for my own.
Six uses lines 26 to 30 and project Q also uses 147 to 150. I was thinking about adding my first door at 50 and probably make about ten generic doors.
I hope using lines 50 to 60 doesn't interfere with other haks. I don't have any that use those lines.
               
               

               


                     Modifié par Zwerkules, 01 avril 2012 - 09:19 .
                     
                  


            

Legacy_henesua

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« Reply #242 on: April 01, 2012, 11:34:31 pm »


               No problem for me, I've kept 50-60 open.

And I appreciate this change, that door issue was bothering me. Now no longer.
               
               

               
            

Legacy_s e n

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« Reply #243 on: April 01, 2012, 11:38:00 pm »


               good idea
               
               

               
            

Legacy_Leurnid

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« Reply #244 on: April 01, 2012, 11:40:22 pm »


               When I build with this set, I get everything the way I want it, delete all the doors, and drop generics in to all the empty slots.  Tileset Specific Door-frames automatically convert those generics to the Tileset Door assigned to the spot. This also allows me to cut down on placed door count in 'set dressing' areas that are partially visible (for dramatic effect) but inaccessable.

Would it be possible to simple not place doors while painting the 'Building' terrain, and leave the tileset specific door designations in place so when a generic is placed in those frames, it converts to the tile specified door's blueprint?

This would solve all the problems and eliminate the need to produce a set of doors (not that I am opposed to having some more doors that match these beautiful tiles).
               
               

               


                     Modifié par Leurnid, 01 avril 2012 - 10:42 .
                     
                  


            

Legacy_Zwerkules

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« Reply #245 on: April 02, 2012, 03:20:58 pm »


               

Leurnid wrote...

When I build with this set, I get everything the way I want it, delete all the doors, and drop generics in to all the empty slots.  


That's what I do, too, because that way I'm sure I removed all the doors that are in the wrong place.

Leurnid wrote...

Would it be possible to simple not place doors while painting the 'Building' terrain, and leave the tileset specific door designations in place so when a generic is placed in those frames, it converts to the tile specified door's blueprint?


The placing of the tileset specific doors is automatic and can not be turned off.
That's why I want to replace the tileset specific doors with the round top which are the great majority of all doors by generic doors. Those are only placed by the builder.
               
               

               
            

Legacy_Zwerkules

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« Reply #246 on: April 02, 2012, 08:54:44 pm »


               I just changed all the tileset specific doors number 1411 to generic doors for all alley tiles and went through some areas I had made before. No doors disappeared and area transtions etc are still intact, so I will go ahead and replace all the doors number 1411 in terrain tiles with generic doors. I will leave them in groups because they don't cause any problems in groups anyway.
               
               

               
            

Legacy_s e n

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« Reply #247 on: April 03, 2012, 10:56:26 am »


               hey zw i cant play with alleys cuz there is no alley crosser in the palette.... another thing: itd be cool if you add a tile variation for the wall battlement crosser along the buildings that doesnt stop at buildings but runs through them, same with a full building tile (no variation at all atm i think)!

 c  b
w     w    
 c  b

and

b  b
w  w
b  b
               
               

               


                     Modifié par s e n, 03 avril 2012 - 09:57 .
                     
                  


            

Legacy_s e n

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« Reply #248 on: April 03, 2012, 11:02:10 am »


               another thing: i see smoke emitters pierce through fog: probably by switching their model from texture to chunk should solve the issue
               
               

               
            

Legacy_Kendaric Varkellen

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« Reply #249 on: April 03, 2012, 03:30:56 pm »


               

s e n wrote...

hey zw i cant play with alleys cuz there is no alley crosser in the palette.... another thing: itd be cool if you add a tile variation for the wall battlement crosser along the buildings that doesnt stop at buildings but runs through them, same with a full building tile (no variation at all atm i think)!


Using the road crosser on building terrain will create the alleys, Sen.
               
               

               
            

Legacy_Zwerkules

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« Reply #250 on: April 03, 2012, 03:54:25 pm »


               

s e n wrote...

It'd be cool if you add a tile variation for the wall battlement crosser along the buildings that doesnt stop at buildings but runs through them, same with a full building tile (no variation at all atm i think)!


I only made three tiles of the wall crosser near buildings so far. Maybe I shouldn't have already included those three and waited till I made all the tiles needed to make the wall crosser work near buildings. Not including those three I already made there are at least 20 more needed and that is without variations.
I'll first finish the alleys before I work on the wall crossers again.

The road crosser works as an universal crosser on all terrains. It is a path on grass and the bottom of chasms, a paved road on cobble (not finished), an alley on building terrain, wooden docks on water (not finished) and some kind of narrow path through the tree terrain, but the last one I might only implement for the rural tileset I'll make when the city tileset is finished.
               
               

               
            

Legacy_Leurnid

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« Reply #251 on: April 04, 2012, 11:03:56 am »


               

Zwerkules wrote...
... and some kind of narrow path through the tree terrain, but the last one I might only implement for the rural tileset I'll make when the city tileset is finished.


I have been wishing for an 'interior' tileset that is tangled paths and chambers thru thick trees and brambles... but a narrow path terrain crosser might just do the trick too!  You are genie granting secret wishes left and right, Zwerkules!

Having the trails available on the city set would be handy for wooded parks in cities with trails leading in to clandestine locations, but I understand the tile count issues, so perhaps you could make a wooded 'trail entrance' that could transition to the rural set?

The alleys are great, but I found a possible walkmesh issue on one of the 'L" alleys. I was able to cross it easily in one direction, but returning the other way, the only way past was to wiggle along a wall. On the bright side, click to path navigation works to get past it, so only mouse and key drivers will experience any hang ups.
               
               

               


                     Modifié par Leurnid, 04 avril 2012 - 10:41 .
                     
                  


            

Legacy__six

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« Reply #252 on: April 04, 2012, 11:24:56 am »


               

Leurnid wrote...

Zwerkules wrote...
... and some kind of narrow path through the tree terrain, but the last one I might only implement for the rural tileset I'll make when the city tileset is finished.


I have been wishing for an 'interior' tileset that is tangled paths and chambers thru thick trees and brambles... but a narrow path terrain crosser might just do the trick too!  You are genie granting secret wishes left and right, Zwerkules!

Not to hijack Zwerk's tileset thread but my ol' Wildlands tileset has something similar (linear 'walled' paths through gnarled trees) depending on what you're looking for, should you paint Road through the Woods terrain.


Though on a nostalgic note, Z, actually... do I or do I not remember rightly you wanting to include it in your first tileset? Quite glad I said no, since after what you've come out with since then it's worth seeing your own version ':wizard:'
               
               

               


                     Modifié par _six, 04 avril 2012 - 10:25 .
                     
                  


            

Legacy_Zwerkules

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« Reply #253 on: April 04, 2012, 03:59:29 pm »


               

_six wrote...

Though on a nostalgic note, Z, actually... do I or do I not remember rightly you wanting to include it in your first tileset? Quite glad I said no, since after what you've come out with since then it's worth seeing your own version ':wizard:'


What I had wanted to add to that other tileset combo (I'd rather forget about '<img'>) were the hills from your tileset (especially those with bushes). But I'm also glad you said no, because that made me take the step from retexturing and combining tilesets to making my own tiles, even if at first the buildings were taken from NWN2. I had to start learning how to use gmax, and converting NWN2 buildings to tiles was a good start.
Estelindis helped me a lot with her advise then, so without you and Estelindis I might never have started to make my own tilesets. Thanks alot!

This community is great! I encourage everybody who wants to make custom content to try it. You'll always find help here.

Leurnid wrote...

I have been wishing for an 'interior' tileset that is tangled paths and
chambers thru thick trees and brambles... but a narrow path terrain
crosser might just do the trick too!


You should really check out Six's wildlands tileset.

Leurnid wrote...

The alleys are great, but I found a possible walkmesh issue on one of
the 'L" alleys. I was able to cross it easily in one direction, but
returning the other way, the only way past was to wiggle along a wall.
On the bright side, click to path navigation works to get past it, so
only mouse and key drivers will experience any hang ups.


I have two of the three variations of the L alleys in my demo module and they work. The one I didn't use was f01_01. I'll start looking for the walkmesh issue there.
               
               

               


                     Modifié par Zwerkules, 04 avril 2012 - 03:21 .
                     
                  


            

Legacy__six

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« Reply #254 on: April 04, 2012, 04:41:14 pm »


               

Zwerkules wrote...

Estelindis helped me a lot with her advise then, so without you and Estelindis I might never have started to make my own tilesets. Thanks alot!


It seems me and Estelindis make a solid yet unwitting bad cop / good cop team.