Author Topic: Medieval City  (Read 9917 times)

Legacy_Leurnid

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« Reply #285 on: April 13, 2012, 07:51:04 pm »


               I agree with Fester, that a few more 'no doorway'  tiles would be useful for mod design, particularly the alleys. The large barn doors in the alleys seem particularly out of place. You couldn't get anything large enough to warrant that door down such a narrow alley. I was anticipating removing those doors and stacking a few crates and barrels in the space, and calling it a day though.

I was toying with the idea of placeable door sized walls that would match or compliment the various wall styles, concealing undesirable doorways without adding to the tileset count.  It's not an elegant solution, but it has the charm of making *every* tile potentially doorless. For many of the tiles, simply leaving the doors off and having the alcove revealed behind the door is acceptable too.
               
               

               
            

Legacy_Zwerkules

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« Reply #286 on: April 13, 2012, 10:12:12 pm »


               I can make variations without doors for those houses that have the doors with the round top.

For the ones that have the standard doors (3m high and 2m wide) I wanted to make special 'doors' which will actually be windows with shutters. If you open or close them, the shutters will open or close. Below the windows will be a piece of wall matching the wall texture of the house.
The walkmeshes for those doors will always block access to the house even if the window is open, because you would have to climb in through the window to get into the house.
You can however use door transitions with those 'window-doors'. That way you could allow anybody to enter a house through such a window, or have some scripts check if they are too clumsy to get in or if they are rogues, etc.

I hope that will help. I don't want to make doorless versions of every house I have made. The tile count would rise by about 250. For me the worst about that is that even if I'd only spend 10 minutes on every one of those tiles, it would take more than 40 hours to make doorless versions for all of them.
               
               

               


                     Modifié par Zwerkules, 13 avril 2012 - 09:47 .
                     
                  


            

Legacy_Von Stalhein

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« Reply #287 on: April 13, 2012, 11:44:50 pm »


               The "door-windows" sound brilliant! Very neat solution indeed.

If it would make your workload lighter/more interesting, perhaps a similar placeable-based solution would work for the round-top doors? Some kind of stone-work placeable to be put on-top/in-front of the round-doors, to hide the archway and just make it look like an extended wall or somesuch? I'm no CC-maker though, so this may be a dumb idea!
               
               

               
            

Legacy_Leurnid

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« Reply #288 on: April 14, 2012, 02:38:39 am »


               

Zwerkules wrote...
...
For the ones that have the standard doors (3m high and 2m wide) I wanted to make special 'doors' which will actually be windows with shutters. If you open or close them, the shutters will open or close. Below the windows will be a piece of wall matching the wall texture of the house.
The walkmeshes for those doors will always block access to the house even if the window is open, because you would have to climb in through the window to get into the house.
You can however use door transitions with those 'window-doors'. That way you could allow anybody to enter a house through such a window, or have some scripts check if they are too clumsy to get in or if they are rogues, etc.


That is even better than clunky ol' placeable walls! You sir, are a genius.
               
               

               
            

Legacy_simomate2

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« Reply #289 on: April 15, 2012, 05:24:44 am »


               I absolutely love this tileset (seriously one of the best custom content I've seen for Neverwinter Nights) I always disliked the bioware city tileset, and I have been searching for a good city tileset to replace it for a long time. This is the perfect candidate!
               
               

               
            

Legacy_Zwerkules

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« Reply #290 on: April 15, 2012, 08:01:44 pm »


               I have made two different kind of windows with shutters which both have 4 different kinds of walls below them to blend in with all four wall textures used in this tileset.

'Posted

Unlike doors they don't fade away, so there won't be any 'holes' in the building if you move away from the windows.
They should look as if they were parts of the buildings all along and I think it worked.

Since doors have two different opening animations and those shutters can only be opened outward not inward, I used the second animation for opening them outward as well, but further than shown in this screenshot.

At the moment the window panes have no self illumination. I might add that later. What do you think?
               
               

               


                     Modifié par Zwerkules, 15 avril 2012 - 07:38 .
                     
                  


            

Legacy__six

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« Reply #291 on: April 15, 2012, 09:05:00 pm »


               Show us with area lighting turned on, wink wink.
               
               

               
            

Legacy_Kalindor

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« Reply #292 on: April 15, 2012, 10:23:17 pm »


               Window illumination would indeed give a nice impression of an inhabited city if the effort involved isn't titanic.
               
               

               
            

Legacy_henesua

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« Reply #293 on: April 15, 2012, 11:26:37 pm »


               Zwerkules, those are gorgeous.
               
               

               
            

Legacy_Leurnid

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« Reply #294 on: April 16, 2012, 12:46:16 pm »


               Excellent dummy door!

Out of curiosity, are there any plans to include a few things like a 2x3 Barracks, 2x3 Warehouse, and a few temples (preferably some Romanesque or Gothic Cathedral-ish temples)?
               
               

               


                     Modifié par Leurnid, 16 avril 2012 - 11:47 .
                     
                  


            

Legacy_Zwerkules

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« Reply #295 on: April 16, 2012, 03:38:17 pm »


               

Leurnid wrote...

Excellent dummy door!

Out of curiosity, are there any plans to include a few things like a 2x3 Barracks, 2x3 Warehouse, and a few temples (preferably some Romanesque or Gothic Cathedral-ish temples)?


There are already two romanesque temples in this tileset. There will be an elven and a dwarven one, as well as a human temple that will look a bit like a cathedral.
There will be one barracks group which could be 2x3 or 2x2 in size. The warehouses will only be 1x2 and 2x2.
There will also be three different guild houses which will be 2x2 groups, a public bath 1x2, a townhall 2x2 and several 2x2 and 1x1 plazas/gardens.
There are already two large inn groups. The other two I will make will be 1x2 and 2x2.
Shops will only be features for the building terrain and will be pretty generic because the shops signs and wares will be placeables. That way the bakery in one city can be a different building from one in  another city.
               
               

               
            

Legacy_Zwerkules

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« Reply #296 on: April 16, 2012, 03:45:41 pm »


               Hunting bugs!

I am still looking for some bugs people reported which I haven't found so far.

Hekatoncheires wrote: The new harbor crane tower is wonderful, but I've found that it causes massive lag on a map its placed on.


Did anybody else notice this? I can't say that this happens for me, too. And if that group is causing lag, I can see no reason why. Neither does it have a high poly-count, nor does it use any emitters or animations.

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 checked the L-shaped alleys and found nothing. Did you perhaps mean the ones that have L pathnodes? Can you possibly tell me the file name of the tile?
               
               

               


                     Modifié par Zwerkules, 16 avril 2012 - 02:48 .
                     
                  


            

Legacy_Leurnid

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« Reply #297 on: April 16, 2012, 09:21:27 pm »


               

Zwerkules wrote...

Hunting bugs!

I am still looking for some bugs people reported which I haven't found so far.

Hekatoncheires wrote: The new harbor crane tower is wonderful, but I've found that it causes massive lag on a map its placed on.

Did anybody else notice this? I can't say that this happens for me, too. And if that group is causing lag, I can see no reason why. Neither does it have a high poly-count, nor does it use any emitters or animations.


I made an area specifically to check for said bug... I did not have any issues. It might be a combination of something on the model that is conflicting with their graphics card.

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 checked the L-shaped alleys and found nothing. Did you perhaps mean the ones that have L pathnodes? Can you possibly tell me the file name of the tile?


The models are:
tcm01_f05_05.mdl
tcm01_f05_06.mdl

One of those, possibly both, have the walkmesh issue.
               
               

               
            

Legacy_Leurnid

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« Reply #298 on: April 16, 2012, 09:35:09 pm »


               

Zwerkules wrote...
...
There are already two romanesque temples in this tileset. There will be an elven and a dwarven one, as well as a human temple that will look a bit like a cathedral.
...


Point of clarification, when I said Romanesque, I meant the architectural style that was similar to Gothic, like these examples. and not Roman Style.  Everybody seems to prefers Gothic, but the thicker mass and simpler lines of Romanesque is probablly more fitting, and as a bonus, easier to model.
               
               

               
            

Legacy_Zwerkules

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« Reply #299 on: April 18, 2012, 03:54:03 pm »


               Do a picture search for Tintern Abbey. That looks pretty Gothic and that's probably what the human temple will look like.

Thank you for the filenames of the tiles with walkmesh problems. I have fixed those and the fixed files will be in the next update

I will now make a couple of doorless variations of several building tiles.

Unfortunately the size of the compressed hak will exceed the vaults limit of 25 MB with the next update.'<img'>
               
               

               


                     Modifié par Zwerkules, 18 avril 2012 - 02:56 .