Author Topic: Medieval City  (Read 9920 times)

Legacy_henesua

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Medieval City
« Reply #315 on: May 15, 2012, 10:31:12 pm »


               I need to get out of Arnheim's wilds and into the city! I want to build with this baby. Beautiful work!
               
               

               
            

Legacy_3RavensMore

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« Reply #316 on: May 16, 2012, 02:27:37 am »


               

Leurnid wrote...

With that said, I was looking at some old photos and got inspired to bang out a quick little area to test an idea, and was so pleased with it, I posted it as a prefab on the Vault. It's going to be a few days before it clears the submission process, but the URL should be http://nwvault.ign.c...Detail&id=1217


I've never been motivated to drop someone’s prefab into my PW, but this is such a great idea, as well as a delightfully executed area, that I must include it.  I give it two claws up.
               
               

               


                     Modifié par 3RavensMore, 16 mai 2012 - 01:28 .
                     
                  


            

Legacy_Leurnid

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« Reply #317 on: May 16, 2012, 04:43:31 am »


               I just noticed I was using an out of date version of the tileset!  I really need to watch that more closely.

edit:
None of the new listed features seemed to be showing, so I checked the module properties... The latest version is listed as 'medieval (2)', so my mods were not grabbing the latest by default. I was able to switch over easily enough, but I was curious, what compelled the 'version' change?

edit edit: 
Or was the '(2)' a result of something I did... it was something I did. For some reason, Wiindows, god bless it's heart, added a version roll on the file when I unpacked it.

and finally: 
Found this naughty corner while playing with the new changes:
'Posted
               
               

               


                     Modifié par Leurnid, 16 mai 2012 - 05:54 .
                     
                  


            

Legacy_Zwerkules

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« Reply #318 on: May 16, 2012, 03:47:44 pm »


               Thanks for the bug report. It's a wrong entry in the .set. It will be fixed in the next update.
               
               

               
            

Legacy_Zwerkules

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« Reply #319 on: June 17, 2012, 10:03:15 pm »


               As I already mentioned I don't want to add too many rural tiles to this city tileset, because it would become too big. I started making a separate rural tileset that can be used together with this tileset.
There's a terrain called 'grass (half-height)' which can be placed between normal and raised terrain to make slopes less steep. With this you can get tiles with three different heights on them and build terrain that looks more natural than the default Bioware tiles.
There's also a ridge crosser that can be used on both grass terrains.

'Posted
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #320 on: June 17, 2012, 10:58:04 pm »


               Best looking hills done for nwn imo. I realy love the natural way they lead up... or down hehe. I´ll keep two eyes on that tileset.
               
               

               
            

Legacy_Master Jax

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« Reply #321 on: June 18, 2012, 06:24:13 am »


               Best tileset I have ever seen. The level of detail is amazing. The textures are outstandingly well employed. A masterpiece.
               
               

               
            

Legacy_s e n

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« Reply #322 on: June 18, 2012, 12:29:05 pm »


               those look amazing!! i did something similar in one unfinished tileset of mines and they really are worth the work spent to add em!! when will you let us play with em a bit Zw?
               
               

               
            

Legacy_Zwerkules

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« Reply #323 on: June 18, 2012, 03:29:26 pm »


               The grass and sand terrain tiles are finished, but the ridge crosser isn't (the sand terrain is for building coasts).

I've only finished the lower ridges so far which already were well over 100 tiles and there are some of them that need a few more variations. For the ridges to work on higher hills and all the possible combinations of higher and lower hills I'll probably need about 100 tiles more.
I will upload what I've done until then on Friday. The halfling homes and the three elven houses I have made so far will be included.
Mills, watermills and farm houses for the humans will be included later.
After I've done those I will add a mountain terrain.
There will be a low wall crosser later, too.
               
               

               
            

Legacy_s e n

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« Reply #324 on: June 18, 2012, 03:47:26 pm »


               mountain crosser will be a challenge, given the small height value of the raised tiles! i wish there was a way to have its increment variations work with terrains (it works with groups, but every test i made to get it work with terrains came to a stop, not sure why but it works for "pinnacles" like 0002 but doesnt for 0022 0222 etc. probably the solution would lay in decoding raise lower behavior and splitting it in multiple instances)
               
               

               
            

Legacy_KlatchainCoffee

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« Reply #325 on: June 18, 2012, 03:51:04 pm »


               

Zwerkules wrote...
... (the sand terrain is for building coasts).


As someone who had to improvise sandy coastlines with existing ixxon coast hak for rural grass, with its completely still waterline, I would be very interested in  where you could take this. '<img'>

As for the rest, as someone who is rather fond of nature areas, it would be great to have another quality tileset in my building pallette. Thanks for all the hard work putting it together!
               
               

               


                     Modifié par KlatchainCoffee, 18 juin 2012 - 02:58 .
                     
                  


            

Legacy_henesua

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« Reply #326 on: June 18, 2012, 04:25:47 pm »


               I like the colors as well. The lush quality distinguishes this tileset from both six's Wildlands and TNO Castle Rural. Using all three could signify different climates.
               
               

               
            

Legacy__six

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« Reply #327 on: June 18, 2012, 05:17:46 pm »


               Aye, its nice to see you using more colour Zwerk. Sometimes I think I must've been in a really long bad mood when I made Wildlands, and your city tileset gives me the same vibe. Wonderfully modelled but really rather dull and bland colour wise. Which is great for the classic grim cityscapes, but it can't really pull off a more vibrant one.

Oh, and the hills sound like it could be very interesting to play with. I remember the cliffs in DoA's rural/city set were really eye opening back in the day, and they employed a similar tactic.
               
               

               


                     Modifié par _six, 18 juin 2012 - 04:19 .
                     
                  


            

Legacy_henesua

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« Reply #328 on: August 27, 2012, 01:34:12 am »


               I incorporated the medieval extras into my hak set and they look good. The doors and the placeables are great. I like that you made the doors generics. I will enjoy using these in other tilesets too.

However... how does one spot window locations? Or will they work in most door locations?
               
               

               


                     Modifié par henesua, 27 août 2012 - 12:43 .
                     
                  


            

Legacy_Zwerkules

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« Reply #329 on: August 27, 2012, 03:22:03 pm »


               The windows will fit into all the door frames that are made for generic doors and don't have a round upper part. They might even fit into door frames of other tilesets if those are broad enough, but will probably look out of place because of the textures. It is however fairly easy to make versions of the windows that fit the TNO style for example.