Author Topic: Medieval City  (Read 9922 times)

Legacy_Zwerkules

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« Reply #345 on: January 17, 2013, 01:37:07 pm »


               I usually don't use tilefade in game and wouldn't even use it for the alleys in game, but placing doors and placeables in the toolset is difficult in those alleys. That's where I'll use tilefade, too.
Would anybody mind if the fences would tilefade completely? Otherwise I'd have to cut them in half because they are higher than the ground stories of the houses.
I just loaded a model and looked at the fences and they already have vertices at 3.2 meters, so taking them apart would only add a few black polygons to close the gap at the top if the upper part tilefades. So at least for all the fences/walls that already have vertices at 3.2 meteres I will only make the upper half fade.
               
               

               
            

Legacy_Fester Pot

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« Reply #346 on: January 17, 2013, 07:27:53 pm »


               At this point, I'd have to say whatever is the easiest solution for the fences.

Having them fade in the toolset is a big help for builders. I didn't even think of that.

FP!
               
               

               
            

Legacy_meaglyn

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« Reply #347 on: July 05, 2013, 08:36:19 pm »


               Hello, not trying to be a pest, but has there been an update for this yet? Vault reports the last update as 4/28/2012, which matches what I have. Is there a newer version somewhere else?

The examples in the demo mod are great. I'm going to have to rip out some pieces and try to do better.  I love the door halfway up the stairs!
               
               

               
            

Legacy_Zwerkules

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« Reply #348 on: July 05, 2013, 08:57:19 pm »


               

meaglyn wrote...

Hello, not trying to be a pest, but has there been an update for this yet? Vault reports the last update as 4/28/2012, which matches what I have. Is there a newer version somewhere else?

The examples in the demo mod are great. I'm going to have to rip out some pieces and try to do better.  I love the door halfway up the stairs!


Actually I had finished all but about fifteen mini map icons for a long time now, but didn't work on the rest because I was busy finishing a castle tileset and the rural tileset which got a major update last week, which is only at the new vault though because it's over 25MB now.
I have finished all the map icons for the Medival City  as well as the tilefade for alleys Fester wanted this Tuesday, but haven't uploaded them to the old vault yet because that tileset is over 25MB now, too.
I'll have to ask Rolo to help me with uploading those two tilesets to the old vault, but I haven't done that yet because he's already got so much to do.
               
               

               
            

Legacy_meaglyn

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« Reply #349 on: July 05, 2013, 09:58:34 pm »


               

Zwerkules wrote...

I'll have to ask Rolo to help me with uploading those two tilesets to the old vault, but I haven't done that yet because he's already got so much to do.


Thanks! Wonderful news. I'm dying for the minimaps  - that'll be great!
               
               

               
            

Legacy_Rolo Kipp

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« Reply #350 on: July 06, 2013, 04:49:58 pm »


               <salutes...>

Ready for action, Z! :-)
Also added "Tileset" category to V2.
We aim to please :-)
*absentmindedly aims crossbow in the crowd's general direction*

<...like a civilian>
               
               

               
            

Legacy_Rolo Kipp

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« Reply #351 on: July 07, 2013, 02:57:41 pm »


               <practicing being civil...>

Pushed the new version to the old vault. Also synched the screenshots on the new vault.

<...engineering-wise>
               
               

               
            

Legacy_meaglyn

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« Reply #352 on: July 08, 2013, 03:07:38 pm »


               Thank you for the mini-maps!  

One question, when I export them using the mini-map exporter the new ones seems to look different. They're almost like negatives. They do look fine in game which is the important part. Is there some difference with these? The negative ones seem to line up pretty well with the ones that had been missing in the previous version. I only did the one test and it was with larger scale, I didn't try a no scale version.
 
Anyway, thanks again Zwerkules (and Rolo for the logistics)! I hope I can do it some justice '<img'>
               
               

               
            

Legacy_Zwerkules

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« Reply #353 on: July 08, 2013, 03:29:20 pm »


               The new map icons were made with the mini map generator of Neverblender and are saved as 32 bit TGAs. Usually I do a batch convert in Photoshop Elements to convert them to 24 bit TGAs. Maybe I forgot that. It doesn't make a difference in game, but they may look wierd with other programs.
               
               

               
            

Legacy_YeoldeFog

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« Reply #354 on: October 27, 2013, 08:36:45 pm »


               Hi!
I have some major problems with the doors in this tileset. When I used it 1½ ago, all the doors defaulted to a tileset specific door. IE, the doorways with the round arches got  rounded doors. That doesn't seem to be the case in this version. I've tried with a clean download, and even with the "extras" hak.

Am I doing something wrong here?
               
               

               
            

Legacy_Zwerkules

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« Reply #355 on: October 27, 2013, 10:50:52 pm »


               The toolset can only change a few doors at a time. This is okay for groups, but not for terrain. If you raise a terrain, many tiles get changes at once and if all those tiles have one or two doors, the old doors won't get erased and the new ones won't be placed. So I changed almost all the doors of the building terrain to standard doors, but the tileset specific doors are still there, so if you've built areas before the change you'll still have the tileset specific doors where they were.
For every new terrain tile you place the doorways will now be empty. You have to place doors there yourself. For those without rounded tops you can use any door you like. For the doorways with rounded tops the doors are in the extra hak. There are also other doors in that hak with textures that fit the tileset better than the Bioware doors.
I don't remember if I made an erf for the doors and placeables in the extra hak. Probably not.
So you have to make a few door blueprints and select the appearance from the list.
There are also windows in the extra hak which can be opened, closed and locked like doors. They fit into doorways as well.
The erf can be found here.
               
               

               


                     Modifié par Zwerkules, 27 octobre 2013 - 11:14 .
                     
                  


            

Legacy_YeoldeFog

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« Reply #356 on: October 28, 2013, 06:54:18 am »


               Alright, when you say "place them there by yourself" do you mean like a placeable or like a door? I didn't find them in the extra tileset, but I'll check again. Thank you Zwerkules for a really nice tileset!
               
               

               
            

Legacy_YeoldeFog

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« Reply #357 on: October 28, 2013, 07:49:56 am »


               Uuuh, nevermind Zwerkules. I figured out. It wasn't rocket science! '<img'>
               
               

               
            

Legacy_Zwerkules

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« Reply #358 on: November 03, 2013, 08:48:41 pm »


               I'm adding a castle terrain now, but I've just made an average of three variations for each basic tile at the moment - which is not enough, especially since I haven't made any tiles with doors or gates yet and there are also no towers.

'Posted

This is what it looks like with too few different tiles and no ivy etc.
               
               

               
            

Legacy_henesua

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« Reply #359 on: November 03, 2013, 09:31:27 pm »


               While I like variation, Zwerkules, I think what yo uhave looks good.