Author Topic: Medieval City  (Read 9915 times)

Legacy_Kalindor

  • Newbie
  • *
  • Posts: 43
  • Karma: +0/-0
Medieval City
« Reply #270 on: April 11, 2012, 05:46:33 pm »


               I am definitely going to be including this tileset in a mod I'm making for my friends! Since development is proceeding so rapidly, though, I was going to wait a little while to avoid potential future backwards-incompatibilities.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Medieval City
« Reply #271 on: April 11, 2012, 06:38:28 pm »


               <chiming in...>

I am using it privately. But building an empty (but pretty) map isn't going to be enough for me to release. Not for a while. With the exception of Castle White (which I am working Cestus up to doing), the bulk of my capitol city will all be Z's Medieval.

I do not use CEP at all, except as needed when I sample someone else's mod that requires it. OTOH, I will be doing my damnedest to give each major city it's own unique flavor. But there's enough stuff out there to do that... and we're adding more all the time.

I love this place :-)

<...with a ringing endorsement>
               
               

               
            

Legacy_lordofworms

  • Sr. Member
  • ****
  • Posts: 422
  • Karma: +0/-0
Medieval City
« Reply #272 on: April 11, 2012, 08:17:25 pm »


               same here Zwerk, I am about 2 weeks or less from officially implementing it in my own PW...and that right there says alot since aside from Maxam's dungeons and an add in from Sen you will be the first non-worm tileset in my PW, currently I use it for a new city on the island of Coss. Since the update that fixed the lighting issue I started using it, and only kept myself from pushing it out live when you said you were implementing Alleys, since I wanted them and figured I would just wait till I can start building with them (which I have, thank you!!)...
I can post a PM to you when its live if you like, and you can come visit the PW or else I can send you some screenies of the areas if that kind of thing makes you happy (I know it always made me joyful to see my work in others gameworlds)
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #273 on: April 11, 2012, 09:04:22 pm »


               Hello Lord of Worms!
I've only tried a PW long ago and I don't remember the name. I was very disappointed by it because killing hundreds of rats to get to level 2 isn't my cup of tea.':sick:'
I know even back then there probably were better PWs, but I never tried PWs again. Mostly because I didn't have the time though. '<img'>

I have seen screenies of your PW and already thought about giving it a try some day, but still didn't have the time.
I'll give it a try if you PM me when you finished that city and maybe even play more often if there's not too much hack and slay and there are quests that are different from the old 'Fetch me 20 livers of rabid wolves' type. I really got to play NWN more. Apart from starting it to test custom content I hardly ever run the game any more.
               
               

               


                     Modifié par Zwerkules, 11 avril 2012 - 08:05 .
                     
                  


            

Legacy_Cestus Dei

  • Full Member
  • ***
  • Posts: 121
  • Karma: +0/-0
Medieval City
« Reply #274 on: April 11, 2012, 10:01:04 pm »


               Aye, an' let me know when yer doin' it... if I kin be there, I will.

Might be handy havin' a healer around who knows how ta fight.

(ooc: think I'm around 10th on Arbor falls...)
               
               

               
            

Legacy_Greyfort

  • Sr. Member
  • ****
  • Posts: 442
  • Karma: +0/-0
Medieval City
« Reply #275 on: April 12, 2012, 12:52:55 am »


               I have found some errors in your  tileset:

area 12 has covered walkways you can not go between walkways that go over gate house double doors. not sure if you want that open or want us to use doors.

also the narrow cliff like paths you cant go under them in below areas that look like ground, and look like you can walk there.

I haven't checked more, so far great job Keep up the good work.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Medieval City
« Reply #276 on: April 12, 2012, 05:18:40 am »


               Zwerk, building a playable module takes a lot of time. I am sorry that I have talked about using this tileset, but not got it in game yet. I'd love to but I am a very slow and detail oriented builder.

Your work deserves a skilled builder to do it justice. Nothing I have done looks quite right yet. Still plugging away to get the city of Arnheim right.
               
               

               
            

Legacy_Leurnid

  • Sr. Member
  • ****
  • Posts: 473
  • Karma: +0/-0
Medieval City
« Reply #277 on: April 12, 2012, 07:48:18 am »


               

Greyfort wrote...

I have found some errors in your  tileset:

area 12 has covered walkways you can not go between walkways that go over gate house double doors. not sure if you want that open or want us to use doors.

also the narrow cliff like paths you cant go under them in below areas that look like ground, and look like you can walk there.

I haven't checked more, so far great job Keep up the good work.


Those aren't really errors. Those areas are unwalkable because the bridge above *is* walkable, and the way walkmeshes in NWN work, you cannot have walkable bridges you can also walk under. 

As a mod designer, when you find a space like that in a tileset, you need to clutter up the space with some rubble or bushes. If you need people to cross that space, including an on use that throws a 'you scramble over the rubble' or 'you press your way through a gap in the brush' type message and deposits players on the far side.
               
               

               
            

Legacy_TheOneBlackRider

  • Hero Member
  • *****
  • Posts: 512
  • Karma: +0/-0
Medieval City
« Reply #278 on: April 12, 2012, 12:59:44 pm »


               I'd like to use the chance to post another wish for this tileset:
A 2nd road set with cobble texture in addition the dirt set! It's something, not many tilesets have. I've been tinkering with your set a bit:

This one uses your bridgetop texture (used as a road texture, it lookes a bit too meshed IMO):
'Posted

I like this one even better. It uses your cobblestone texture:
'Posted
Maybe it would need a bit fading towards grass (like in the NWN Caste Ext. Rual set).

Copying the according models and replacing a texture is done pretty quickly, but then, I don't know, how much work the rest would be (creating the texture, adding the 2nd roadcrosser, edgefile, ...).
Again, just one of my wishes... '<img'>

---

I remembered something and maybe this is something to keep in mind, when trying to add your tileset to other ones (beside NWN):

Quote sen+Zwerkules:
"s e n
you know those floor windows are missing iron grates
Zwerkules
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."

If you create a placeable hak, which will be needed to "just" finish up the tiles (here: iron grates), Other builders would have to merge their placeabel entries with yours (eg. yours+CEP or whatever). This might lead to fewer builders using your set. Maybe it is a good idea to keep essentials (like those grates) as part of the set and not as placeables.
Just a thought..':whistle:'
               
               

               


                     Modifié par TheOneBlackRider, 12 avril 2012 - 12:09 .
                     
                  


            

Legacy_Leurnid

  • Sr. Member
  • ****
  • Posts: 473
  • Karma: +0/-0
Medieval City
« Reply #279 on: April 12, 2012, 02:48:26 pm »


               I am a  fan of less clutter, and no iron bars or grates on windows.  Not every medieval town is a crime ridden nest of rogues and roustabouts eager to smash a window and make off with your silver and/or virtue.

Either way, having to either do with or without the grates is not going to be a deal breaker for anybody, with or without the requirement of cobbling placeables, especially because somebody, if not Zwerkules, will certainly make a CEP friendly version in the short run, and I doubt CEP will fail to assimilate the placeables that compliment this outstanding tileset. Resistance is Futile.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #280 on: April 12, 2012, 03:56:38 pm »


               

Leurnid wrote...

I am a  fan of less clutter, and no iron bars or grates on windows.  Not every medieval town is a crime ridden nest of rogues and roustabouts eager to smash a window and make off with your silver and/or virtue.

Either way, having to either do with or without the grates is not going to be a deal breaker for anybody, with or without the requirement of cobbling placeables, especially because somebody, if not Zwerkules, will certainly make a CEP friendly version in the short run, and I doubt CEP will fail to assimilate the placeables that compliment this outstanding tileset. Resistance is Futile.


I've already made a number of placeables and I am not going to make them CEP compatible. I've looked at the CCC, CEP and project Q and they all use the same lines in placeables.2da. There are only about 30 of the original USER reserved entries left because Bioware themselves used lots of those lines for their first expansion instead of adding lines after those.
I can only keep this compatible with one project and I decided to try to keep it compatible with project Q. Those 30 lines left aren't enough, so I'll talk to someone from project Q to see if I can reserve more lines for my placeables.

If builders want it to be compatible with CEP instead of project Q or with both of them, they'll have to combine those 2da-files themselves and place them in a top hak. I'd rather spend time making placeables than moving around hundreds of 2da lines.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #281 on: April 12, 2012, 04:32:03 pm »


               

TheOneBlackRider wrote...

Copying the according models and replacing a texture is done pretty quickly, but then, I don't know, how much work the rest would be (creating the texture, adding the 2nd roadcrosser, edgefile, ...).
Again, just one of my wishes... '<img'>


Once the missing tiles for roads leading up hills and so on are done, using those road tiles to make a new type of road by simply making a couple of new textures, replacing the road with a new one and adding a few rocks, trees and such can be done in a short time.
But the tile count for this set is already over 1000 and the wall crosser and the alleys aren't finished yet and I haven't even started work on the docks, the viaducts and the castle terrain.
If I just make that new road work on grass I can keep the number of extra tiles low, but don't hope for more than that - that would have to go into a seperate rural tileset which will also have beaches, mountains, villages and homes for halflings and elves.
After all this is a city tileset and the grass, cliff and tree tiles are only there to have some nature near your city and not just flat cobbled tiles.

TheOneBlackRider wrote...

If you create a placeable hak, which will be needed to "just" finish up the tiles (here: iron grates), Other builders would have to merge their placeabel entries with yours (eg. yours+CEP or whatever). This might lead to fewer builders using your set. Maybe it is a good idea to keep essentials (like those grates) as part of the set and not as placeables.


I don't consider those grates an essential part of the tileset. They are only building adornments like many others I will add to the placeable hak. The tileset can be used without the placeables hak, which will NOT be compatible with CEP. I'm not going to try to keep my placeable hak compatible with that placeable.2da. If there'd been a 2da file that combined CEP and project Q and had left enough lines reserved for other user, I'd have used that, but it doesn't exist.

Builders can use the tileset without the doors and placeables hak (and the doors should be compatible with both CEP and project Q anyway). If they don't want to combine my placables.2da with the CEP placeables.2da, they can use placeables from CEP instead of mine. This doesn't mean that this tileset can't be used together with other community content.
There was no problem at all keeping the tileset compatible with other tilesets, or keeping the doors compatible with other door haks of other projects, but for the placeables it seems everybody has used the same lines.

I'd rather spend time making more placeables instead of combining haks.
               
               

               


                     Modifié par Zwerkules, 13 avril 2012 - 11:15 .
                     
                  


            

Legacy_TheOneBlackRider

  • Hero Member
  • *****
  • Posts: 512
  • Karma: +0/-0
Medieval City
« Reply #282 on: April 12, 2012, 06:56:43 pm »


               

Zwerkules wrote...

If I just make that new road work on grass I can keep the number of extra tiles low, but don't hope for more than that - that would have to go into a seperate rural tileset which will also have beaches, mountains, villages and homes for halflings and elves.
After all this is a city tileset and the grass, cliff and tree tiles are only there to have some nature near your city and not just flat cobbled tiles.


Looking forward to that rual set! But maybe it's worth a thought to don't do dirt roads on gras, but cobble instead, because they are roads near a city? (Just came to my mind as an alternative.)
As written before: Whatever you will end up with: It's good (already!)


Zwerkules wrote...

I'd rather spend time making more placeables instead of combining haks.


Sure thing. It's a question of design thus your choice (and not really a problem for me).

It just came to my mind and I thought I mention it, before it gets lost.
               
               

               
            

Legacy_Von Stalhein

  • Newbie
  • *
  • Posts: 41
  • Karma: +0/-0
Medieval City
« Reply #283 on: April 12, 2012, 07:58:53 pm »


               I'd say you have the right idea, Zwerkules, with regard to placeables. Also, with regard to the 2da issue, it seems to me that it shouldn't be the creator's task to make it compatible with this, that or the other, because it's so simple to combine 2da files. I've found that you can simply copy-paste lines from different sources together in notepad: I didn't even need to update/correct the numbering. (This is how I merged CEP2.4 and Project Q for my weekly campaign - it all works perfectly.) I'd far rather see your energy invested in the actual stuff, rather than "out-of-box" compatibility!

Ditto on the interest in a rural set in the future! But frankly, I'd love to see you do whatever you're inspired to do - whatever you'd enjoy doing most. Your work is really grand stuff, and the new lick of paint it gives to NWN is a godsend for those who still find the game the go-to piece of software for what we do.
               
               

               


                     Modifié par Von Stalhein, 12 avril 2012 - 06:59 .
                     
                  


            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Medieval City
« Reply #284 on: April 13, 2012, 07:01:01 pm »


               The buildings are great! Love them but they all have doors.

I've cycled through painting Terrain - Buildings to just using the Terrain - Eraser but no matter the tile that appears, so does a door. In the default NWN City tileset, cycling this way offered ways to cycle through Terrain - Buildings and have buildings with or without doors.

This allows for building a city with doors that go places, rather than having doors on every building.

tcm01_c04_05 looks great and would be a good corner to a building next to tcm01_c02_02, without the door on tcm01_c04_05, as an example.

As a current design, the following are next to each other from the Terrain - Building that I've been working on.

"tcm01_02_01" next to "tcm01_c02_02" next to "tcm01_c04_05".

But all of them have doors. So my suggestion is to have some variations one can cycle through and place Terrain - Buildings without doors and continue to cycle to one that has a door when you need one.

Thanks for reading.

FP!