Author Topic: Medieval City  (Read 9924 times)

Legacy_YeoldeFog

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Medieval City
« Reply #375 on: November 13, 2013, 10:25:42 am »


               Zwerkules: Thank you for your response. I basically want the curbs to go all the way to the raised (wall in the pictures) terrain. Thus, without any of the buildings. A totally building-free curb that works with raised terrain. '<img'>
               
               

               
            

Legacy_NR_Rainman

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« Reply #376 on: November 18, 2013, 07:39:53 am »


               Hey guys,

Just like to thanks the developers of this tileset.

We are using it in NR - Netheril Rising (link below)

http://social.biowar.../index/17569989

We have used the Medieval City tileset to create a Floating Citadel from the Netherese Empire( with some small custom changes to the tileset for clouds ).

Come and take a look to see what we done with the tileset..

Thanks again, great tileset that I had fun building with.
               
               

               
            

Legacy_Zwerkules

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« Reply #377 on: November 18, 2013, 03:28:16 pm »


               Thank you, Rainman!

You've got some very nice screenshots on your website.
Where did you get the skybox with the stars?
               
               

               


                     Modifié par Zwerkules, 18 novembre 2013 - 03:38 .
                     
                  


            

Legacy_YeoldeFog

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Medieval City
« Reply #378 on: November 19, 2013, 08:03:06 am »


               Zwerkules: Are you updating the curbs? No pressure, your work is awesome anyway! '<img'>
               
               

               
            

Legacy_henesua

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« Reply #379 on: November 27, 2013, 06:38:14 pm »


               A request if you have time, Zwerkules:
An addition to this tileset that I would greatly appreciate is a limited mountain terrain that acts like a cliff. This would behave similarly to the bottomless pits/cliffs in the ruins terrain. I am currently building a mountain top city, and need some granite cliffs that drop into infinity below the city. Ideally I'd also like cliff faces that rise up from cobble, but I think that would needlessly clutter this set with tiles and am looking into ways to make this work with a cliff like placeable (I might rip some meshes from Medieval rural and see what I can do).

Anyway this request would be a new terrain that acts like the pit/cliff in ruins. If this can only be placed next to cobble you have four basic types. But you might be able to recycle tile models if you have no walkable surface and allow it to be placed adjacent buildings as well.

Types:
  • One has no variants, its a black tile with "mountain cliff" at all four corners. (Bonus points for putting a cloud animation in it)
  • Another has "mountain cliff" at two corners and cobble at the other two. The mountain side is pushed up against the edge of the tile so that there is no walking surface. Just a mountain cliff extending below with a little lip of granite at the top which another tile can gracefully butt up against.
  • Third is just a corner. Black at three corners. cobble at the other. Corner of mountain side extends below the corner.
  • Fourth is a cove. Black at one corner. cobble at the other three.
I realize that with raised terrain this would expand to more types, and would appreciate that option. But the above four would be a huge improvement in my view enabling us to build fortified hill towns and the like.
               
               

               


                     Modifié par henesua, 27 novembre 2013 - 06:42 .
                     
                  


            

Legacy_Pstemarie

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« Reply #380 on: November 27, 2013, 07:05:46 pm »


               

henesua wrote...

A request if you have time, Zwerkules:
An addition to this tileset that I would greatly appreciate is a limited mountain terrain that acts like a cliff. This would behave similarly to the bottomless pits/cliffs in the ruins terrain. I am currently building a mountain top city, and need some granite cliffs that drop into infinity below the city. Ideally I'd also like cliff faces that rise up from cobble, but I think that would needlessly clutter this set with tiles and am looking into ways to make this work with a cliff like placeable (I might rip some meshes from Medieval rural and see what I can do).

Anyway this request would be a new terrain that acts like the pit/cliff in ruins. If this can only be placed next to cobble you have four basic types. But you might be able to recycle tile models if you have no walkable surface and allow it to be placed adjacent buildings as well.

Types:

  • One has no variants, its a black tile with "mountain cliff" at all four corners. (Bonus points for putting a cloud animation in it)
  • Another has "mountain cliff" at two corners and cobble at the other two. The mountain side is pushed up against the edge of the tile so that there is no walking surface. Just a mountain cliff extending below with a little lip of granite at the top which another tile can gracefully butt up against.
  • Third is just a corner. Black at three corners. cobble at the other. Corner of mountain side extends below the corner.
  • Fourth is a cove. Black at one corner. cobble at the other three.
I realize that with raised terrain this would expand to more types, and would appreciate that option. But the above four would be a huge improvement in my view enabling us to build fortified hill towns and the like.


This sounds cool, but instead of using black for the bitmap why not a sky textured plane in multiple variants that could be swapped out via tile animation. This would allow for the emulation of looking down into the sky...
               
               

               
            

Legacy_Zwerkules

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« Reply #381 on: November 27, 2013, 09:34:22 pm »


               

Pstemarie wrote...

This sounds cool, but instead of using black for the bitmap why not a sky textured plane in multiple variants that could be swapped out via tile animation. This would allow for the emulation of looking down into the sky...


I'll see what I can do. I like your idea more than just black, too.

Yeoldefog, the terrain is raised by 5 m which is steep enough if you have a whole tile for it, but far too steep if you
can only use the curbs part of a building terrain tile. If I recall correctly there's 6 m from the edge of the curbs to the edge of the tile. You'd have a 5m rise on those 6m.
               
               

               


                     Modifié par Zwerkules, 27 novembre 2013 - 09:41 .
                     
                  


            

Legacy_henesua

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« Reply #382 on: November 27, 2013, 09:36:12 pm »


               Thanks, Zwerkules.
               
               

               
            

Legacy_YeoldeFog

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« Reply #383 on: November 27, 2013, 09:58:40 pm »


               

Zwerkules wrote...

Pstemarie wrote...

This sounds cool, but instead of using black for the bitmap why not a sky textured plane in multiple variants that could be swapped out via tile animation. This would allow for the emulation of looking down into the sky...


I'll see what I can do. I like your idea more than just black, too.

Yeoldefog, the terrain is raised by 5 m which is steep enough if you have a whole tile for it, but far too steep if you
can only use the curbs part of a building terrain tile. If I recall correctly there's 6 m from the edge of the curbs to the edge of the tile. You'd have a 5m rise on those 6m.


Zwerkules: I don't really know what you mean. I don't want the curbs to be raised, I just want them to be building free, and have the possibility to place them next to a wall/raised wall. Without the usual buildings on them, just the curb. '<img'>
               
               

               
            

Legacy_YeoldeFog

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« Reply #384 on: December 17, 2013, 09:35:17 am »


               Hey Zwerkules!

I've found a bug.

'Image

When I exit this door from another transition, I appear on top of wall (just above the door) instead of outside of it.

'<img'>
               
               

               


                     Modifié par YeoldeFog, 17 décembre 2013 - 09:35 .
                     
                  


            

Legacy_Zwerkules

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« Reply #385 on: December 17, 2013, 03:34:29 pm »


               

YeoldeFog wrote...
When I exit this door from another transition, I appear on top of wall (just above the door) instead of outside of it.


Thank you! Bug reports are always welcome. I'll have a look at that tile.
               
               

               
            

Legacy_Raetzain

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« Reply #386 on: May 16, 2014, 01:57:27 pm »


               

Hey Zwerkules,


I'm using this tileset to create a module, and it captures the city I've created very well. My only problem is that the buildings don't fade like on other tilesets so that you can see better. In some places, I like that, because it forces people to zoom in more and feels a bit cramped. But on the otherhand, it tends to be annoying after a while. Do you have any idea if you'll update things so that the top of buildings fade from view of the camera as you look around?



               
               

               
            

Legacy_Zwerkules

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« Reply #387 on: May 18, 2014, 11:23:18 am »


               


Hey Zwerkules,


I'm using this tileset to create a module, and it captures the city I've created very well. My only problem is that the buildings don't fade like on other tilesets so that you can see better. In some places, I like that, because it forces people to zoom in more and feels a bit cramped. But on the otherhand, it tends to be annoying after a while. Do you have any idea if you'll update things so that the top of buildings fade from view of the camera as you look around?




 


There are good reasons why I don't use tilefade. The best reason in my opinion is that nothing kills immersion as much as whole stories of buildngs disappearing. I know a lot of people don't agree with that, so let me give you some other reasons why I don't use tilefade.


One reason is that if you have NPCs walking on the townwalls or balconies they will float in the air when the upper parts of the walls disappear because of tilefading.


Another reason is that tilefade doesn't work for animated meshes like windows with day/night animations.


 


I activated tilefade for the alley-tiles because those are very narrow and have no lit windows in higher stories and no walkable balconies. For other tiles it is not an option and I don't think it should be.


               
               

               
            

Legacy_Shadooow

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« Reply #388 on: May 18, 2014, 12:34:48 pm »


               


There are good reasons why I don't use tilefade. The best reason in my opinion is that nothing kills immersion as much as whole stories of buildngs disappearing. I know a lot of people don't agree with that, so let me give you some other reasons why I don't use tilefade.




Yes but its a player decision. Player who wants immersion will not play with tilefade. Other players playing in top down view which is a best choice for a movement by mouse and not keyboard. And in this camera mode, the tilefade is a crucial feature. Since I am building an action style module/areas, I expect that players are using top down view and thats why I am using only a tilesets with tilefade feature. By not enabling this feature in your tilesets you are losing potentional "customers".


               
               

               
            

Legacy_Zwerkules

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« Reply #389 on: May 18, 2014, 01:29:02 pm »


               


By not enabling this feature in your tilesets you are losing potentional "customers".




 


Sorry, but I won't lose any sleep because of this. I uploaded a new tileset to the vaut and got 13 downloads and how many people who downloaded it will use it? About half, so lets say there are 7 people using it and some of them won't use it because it doesn't have tilefade. Does that mean I change 230 tiles (just the building terrain without the alleys, not counting townwalls and castles) just to please three or four people? No, it's not going to happen. Letting Clean Models do the work also isn't an option because slicing whole buildings in half at a given height will raise the polycount far too much.


 


I made a whole tileset for someone who didn't  use it or even gave a reason why. And this person sadly is not an exception. There are some builders who give feedback and make creating something worthwile, but for each of them there are two others who just make you want to quit!