Author Topic: Medieval City  (Read 9921 times)

Legacy_meaglyn

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« Reply #330 on: December 29, 2012, 01:42:54 am »


               Zwerkules, this is great work! I'm starting to use it to build one of the major cities I need. I suck at building areas but it looks good despite that. Any chance of getting the rest of the minimaps? It's somewhat unusable in-game with the white blanks...
               
               

               
            

Legacy_Zwerkules

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« Reply #331 on: December 29, 2012, 11:31:35 am »


               Yes, I'll make those missing minimaps soon. I also fixed the bug Leurnid reported a long time ago, before I last updated the vault entry. Unfortunately I forgot to include the fixed set file in the hak. It is now in the hak and the bug will be fixed with the next update.
               
               

               
            

Legacy_Sir Adril

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« Reply #332 on: December 29, 2012, 02:01:50 pm »


               I had to see what all the fuss was about, and I'm really glad I did, this tileset is beautiful Zwerkules. As soon as the alleys are done, I'll be all over it for my module '<img'>
               
               

               
            

Legacy_meaglyn

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« Reply #333 on: December 29, 2012, 06:44:31 pm »


               

Zwerkules wrote...

Yes, I'll make those missing minimaps soon. I also fixed the bug Leurnid reported a long time ago, before I last updated the vault entry. Unfortunately I forgot to include the fixed set file in the hak. It is now in the hak and the bug will be fixed with the next update.


Great! I'll keep building then and watch for the update. Thanks!
               
               

               
            

Legacy_Zwerkules

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« Reply #334 on: December 29, 2012, 08:47:05 pm »


               

Sir Adril wrote...

I had to see what all the fuss was about, and I'm really glad I did, this tileset is beautiful Zwerkules. As soon as the alleys are done, I'll be all over it for my module '<img'>


Do you need alleys that start between buildings near water or alleys going up or downhill? Those are the ones still missing. The rest works.

There have been others who didn't find out how to use the alleys, so maybe you haven't found them either.
There is no crosser called alleys because I didn't need one. The road crosser is used for dirt roads on grass. It doesn't do anything on cobble terrain yet, but will be used for streets. When used on water terrain it will be used for docks. Used between buildings it's for alleys. It will also work on tree terrain in the future to make pathes through a dense forest possible.
               
               

               
            

Legacy_Sir Adril

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« Reply #335 on: December 29, 2012, 10:00:54 pm »


               

Zwerkules wrote...

Sir Adril wrote...

I had to see what all the fuss was about, and I'm really glad I did, this tileset is beautiful Zwerkules. As soon as the alleys are done, I'll be all over it for my module '<img'>


Do you need alleys that start between buildings near water or alleys going up or downhill? Those are the ones still missing. The rest works.

There have been others who didn't find out how to use the alleys, so maybe you haven't found them either.
There is no crosser called alleys because I didn't need one. The road crosser is used for dirt roads on grass. It doesn't do anything on cobble terrain yet, but will be used for streets. When used on water terrain it will be used for docks. Used between buildings it's for alleys. It will also work on tree terrain in the future to make pathes through a dense forest possible.


Oh, that's perfect, thank you very much for letting me know about that. I actually don't need alleys that go uphill or near water, so it's perfect as-is, except for that one pesky tile on the buildings that was on your list of things to fix '<img'>
               
               

               
            

Legacy_3RavensMore

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« Reply #336 on: December 29, 2012, 10:58:11 pm »


               Alleys!  *looks embarrassed*  I get excited too easily.  I've been waiting for them as well.
               
               

               
            

Legacy_henesua

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« Reply #337 on: December 30, 2012, 01:21:36 am »


               Alleys up and down hills?!? Why yes please! Wow.
               
               

               
            

Legacy_Zwerkules

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« Reply #338 on: January 13, 2013, 05:52:47 pm »


               I'm making progress with the mini maps, but it's a lot of work because there are over 1000. Most of them are finished, only groups like ships, draw bridges and large buildings are missing.
With all those new mini maps the file is now larger than 25 MB.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #339 on: January 13, 2013, 06:24:45 pm »


               <rubbing his hands together...>

Shoot it! =)

<...in glee™>
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #340 on: January 13, 2013, 07:28:56 pm »


               

Zwerkules wrote...

I'm making progress with the mini maps, but it's a lot of work because there are over 1000. Most of them are finished, only groups like ships, draw bridges and large buildings are missing.
With all those new mini maps the file is now larger than 25 MB.

Looking forward to it, Zwerkules.  You can always upload it to the Vault via FTP and Rolo can link the file to your entry.
               
               

               
            

Legacy_Fester Pot

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« Reply #341 on: January 14, 2013, 06:55:47 am »


               Always enjoy fiddling with this tileset - the windows are a nice touch! With them being allowed to interact with, they can be made to close at night and open in the morning. A shop can have the windows open during business, and closed at night. Nice little touch.

Bonus are waterways and buildings being able to be so close together, so a path can be created right by the water that leads to a building. It adds a lot to changing the design of any city.

The alleys are also top notch, nice and tight but that's also a problem. Can a tilefade for second story be introduced for alleys? It's too difficult to see doors or simply just navigate through them.

Thanks for your work on this project.

FP!
               
               

               
            

Legacy_Zwerkules

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« Reply #342 on: January 14, 2013, 12:28:04 pm »


               Fading the upper stories is easier to implement than for Bioware tiles because I wouldn't need all the black parts since the buildings are closed on all sides anyway. The only problem would be that I'd have to turn off animations for all windows of the upper stories because objects with animations won't fade. Groups would also be a problem because they'd have to be cut apart and would need the black meshes to close the gaps which would raise the already high polycount alot. There are no groups for the alleys though, just for buildings next to water.
I'll see how many windows there are in the upper stories of the alley buildings. I could remove the animations and just let them have a self-illumination all the time. It wouldn't show much during the day anyway if the area isn't too dark.
I will however only implement tilefade for the alleys. Adding tilefade to all the tiles would take months.
               
               

               
            

Legacy_Fester Pot

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« Reply #343 on: January 16, 2013, 10:45:15 pm »


               Awesomesauce Zwerkules!

That'll make alleys a lot easier to navigate, yet still give the impression of a massive city with the rest of the buildings outside of the alleys not fading.

FP!
               
               

               
            

Legacy_henesua

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« Reply #344 on: January 16, 2013, 11:31:50 pm »


               Agreed, that sounds like a very interesting development. '<img'>

+1 to what Fester Pot said, Zwerkules.