Author Topic: Medieval City  (Read 9909 times)

Legacy_Zwerkules

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« Reply #255 on: April 06, 2012, 04:09:50 pm »


               I've made twelve doors for this tileset now and replaced all the occurrences of door 1411 in the .set file by generic doors except for those in tile groups. Having more than two doors that fit the tileset is a good thing. '<img'>
It was a bit strange to see the same doors everywhere because only two of the TNO doors didn't look out of place.

I put the doors in an extra hak that will also have tileset specific placeables later. The hak is not needed to build with the Medieval City tileset, but without it, you'll have to place a gerneric door in the doorways of the houses that need a door with a round top and change its appearance to that of the door with the round top.
If you add the extra hak to your module you'll have more doors to choose from.
               
               

               


                     Modifié par Zwerkules, 06 avril 2012 - 03:16 .
                     
                  


            

Legacy_TheOneBlackRider

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« Reply #256 on: April 06, 2012, 04:21:08 pm »


               Those alleys are a fantastic "feature" of this tileset! Good job! Besides those "little" things you mentioned, you want to have done, this tileset is in a great stage to use allready!

(With a very tiny voice:) I'd like to ask (again,  - and I know this is hobby and you have other projects running) do you have an idea, when you will get to create roads up the hills and roads leading onto cobble (the way you did it with the bridge = gras/road->bridge is very nice!)?
(Again: I don't want to be offending or pushy - just asking.)
               
               

               
            

Legacy_Zwerkules

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« Reply #257 on: April 06, 2012, 06:50:37 pm »


               

TheOneBlackRider wrote...

Do you have an idea, when you will get to create roads up the hills and roads leading onto cobble (the way you did it with the bridge = gras/road->bridge is very nice!)?
(Again: I don't want to be offending or pushy - just asking.)


Roads leading up hills are no problem. I'll only have to make a couple of tiles for those. Also roads on grass that end near the cobble terrain are no problem, but roads that also continue on the cobble terrain will take a little longer to make because I'll make paved roads on cobble terrain and those will aslo have to cross rivers and lead into alleys and up to raised cobble terrain. Those I will only make at a later point, but all the missing road tiles on grass I can add in my next update.
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #258 on: April 06, 2012, 10:20:50 pm »


               

Zwerkules wrote...

Roads leading up hills are no problem. I'll only have to make a couple of tiles for those. Also roads on grass that end near the cobble terrain are no problem, but roads that also continue on the cobble terrain will take a little longer to make because I'll make paved roads on cobble terrain and those will aslo have to cross rivers and lead into alleys and up to raised cobble terrain. Those I will only make at a later point, but all the missing road tiles on grass I can add in my next update.


Great news (IMHO)! Nice to hear, that some of it is not a big thing for you (eg. the hills).

And now I see, that you are thinking in different dimensions. When I was thinking of a connection between grass and cobble, it was a very basic one, not thinking of roads completely continuing on cobble, alleys etc (for a start). To make it smooth, something like this would be a good thing (I think):

'Posted
Maybe this would be something like your "end near the cobble terrain"-thought.

Something I often miss is a grass road leading through a gate (onto cobble):
'Posted
Here I took your Grass Towergate 2x3 and "painted" my idea. As you can see, a problem seems to be, that it doesn't line up with the layout of the grass road. (BTW: I do have problems to connect walls to the Grass Towergate... well, maybe I just didn't find the right way, yet...).

So, if the first pic-idea is easy to accomplish, it would be a good enhancing thing (IMO). If the second idea is makeabel, that would be really great.

Thanks for listening.
'<img'>
               
               

               


                     Modifié par TheOneBlackRider, 06 avril 2012 - 09:27 .
                     
                  


            

Legacy_Zwerkules

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« Reply #259 on: April 07, 2012, 12:30:54 pm »


               

TheOneBlackRider wrote...
Here I took your Grass Towergate 2x3 and "painted" my idea. As you can see, a problem seems to be, that it doesn't line up with the layout of the grass road. (BTW: I do have problems to connect walls to the Grass Towergate... well, maybe I just didn't find the right way, yet...).

So, if the first pic-idea is easy to accomplish, it would be a good enhancing thing (IMO). If the second idea is makeabel, that would be really great.


What you have shown in your screenshots are the things that are easy to make. As for city walls joining with the towergate group, they don't because the towergate is made for thick walls made by raising cobble terrain. It is too big for the medieval city walls, but I had already planned to make a smaller version of it for the city walls. There are also still a number of draw bridges I have to build. Actually there are quite a lot of gates, stairs and ramps that I've planned to make.
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #260 on: April 08, 2012, 05:26:21 pm »


               Good to hear, that it's not that timeconsuming to make (and, of course, I hope to find them one day '<img'> ).
Thanks for the info on the towergate. I had the feel, that i was on the wrong track.

Anyways: Happy easter! '<img'>
               
               

               
            

Legacy_Zwerkules

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« Reply #261 on: April 09, 2012, 02:45:49 pm »


               

TheOneBlackRider wrote...

Good to hear, that it's not that timeconsuming to make (and, of course, I hope to find them one day '<img'> ).
Thanks for the info on the towergate. I had the feel, that i was on the wrong track.

Anyways: Happy easter! '<img'>


Happy Easter to you, too!

I got a bit side-tracked when you mentioned the towergate and the city walls.
Now I am building drawbridges and bigger city wall gates while I should work on the alleys to get them finished.'<img'>


'Posted

The horse statues are placeables I made for this tileset. You can put other statues there, or none at all.
               
               

               


                     Modifié par Zwerkules, 09 avril 2012 - 01:50 .
                     
                  


            

Legacy_TheOneBlackRider

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« Reply #262 on: April 09, 2012, 09:22:26 pm »


               LOL! I definitly suffer from the same distractions and always have TO MANY kettles boiling!

That drawbridge looks so awesome! I think, I should visit you and take some lessons! (And then, I would have even more kettles on the fire... so I better not! '<img'> ... And I heard, that there was something called RL, too...

Anyways, I definitly will try to convince my project-people to add your tileset, when you're kind of done with it. Keep on that fantastic work!

P.S. And don't forget to mak e nice grass road connection to that drawbridge. '<img'>
               
               

               


                     Modifié par TheOneBlackRider, 09 avril 2012 - 08:26 .
                     
                  


            

Legacy__six

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« Reply #263 on: April 10, 2012, 01:36:52 am »


               Beast.
               
               

               
            

Legacy_Frith5

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« Reply #264 on: April 10, 2012, 02:33:20 am »


               Word.

ps How will you do the drawbridge walkmesh? I always thought an invisible walkable bridge at the right height. Then, invisible blocking could be spawned when the bridge is up, despawned when it's down.
Very nice looking stuff.
               
               

               
            

Legacy_Zwerkules

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« Reply #265 on: April 10, 2012, 01:46:37 pm »


               

Frith5 wrote...

Word.

ps How will you do the drawbridge walkmesh? I always thought an invisible walkable bridge at the right height. Then, invisible blocking could be spawned when the bridge is up, despawned when it's down.
Very nice looking stuff.


Just like you said. The walkmesh makes it possible to cross the water only when the bridge is open, because when it is closed the door walkmesh blocks that part of the walkmesh. There is a little problem with that if you close the drawbridge and while it is closing walk a little towards the water. You can then get stuck there floating over the water until you open the drawbridge again. The door walkmesh for a closed door is only working when the door is closed, not while it is closing.

The whole walkmesh didn't work at all at first until I figured out that DWK always has to be capitalized. I don't like that. I prefer lower case names for meshes and dummies and it works for everything except for DWK, it seems.
               
               

               
            

Legacy_Von Stalhein

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« Reply #266 on: April 11, 2012, 01:17:45 am »


               Hi!

Just popping into this thread to say that this tileset is absolutely fantastic. I use it in both of my weekly DMed campaigns (the kind where the DM builds all the levels week-by-week and runs entirely unscripted) and it really makes the game. Always look forward to your next update, Zwerkules!

Thanks to you (and all the other fantastic CC creators around here!) for keeping NWN alive for us!

Cheers,

VS
               
               

               
            

Legacy_Zwerkules

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« Reply #267 on: April 11, 2012, 04:26:16 pm »


               I'm glad to hear that this tileset got used. There are a number of people who said they are going to use it, but you are the first who has made modules with it which got played. The others are still working on their modules or decided against using my tileset. There are a lot of people who think that the CEP is the greatest thing since bread came sliced and use nothing but the tilesets in CEP. The same stuff over and over again.
From my point of view that's their loss, but there's no accounting for taste.
               
               

               
            

Legacy_Leurnid

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« Reply #268 on: April 11, 2012, 04:58:56 pm »


               Rest assured, it is getting used, even if it's mostly 'sandbox' design right now.

'Dynamic' games like Von Stalhein's are perfect for early implementation because they can be turned on overnight and easily adapt as new tileset versions are released but, anybody building a larger module or PW is doomed to wait until you finish loading in all the candy before they release their module, especially if they are thinking of adding any extra tiles for their specific needs.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #269 on: April 11, 2012, 05:43:40 pm »


               I'm sure I'll find a use for it, Zwerkules.