Author Topic: Medieval City  (Read 9926 times)

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Medieval City
« Reply #390 on: May 18, 2014, 02:28:41 pm »


               

<moaning and wailing...>


 


Noooooooooo! Don't quit!


 


That's it! I'm making a Medieval City mod!


This summer!!!


Commitment! Dedication! Responsibility!


All those words that my GF likes that scare the bejeebers out of me!


 


Been meaning to make a city-based regional mod demo anyway, with, say, 256 areas? :-)


 


(no big Purp, through... he'd feel a bit crowded :-/ ) <then why are you hiding his favorite chew-toy in the center of town?>


Shhhh... Ixnay on the Ormway, Bother <oh. smooth, wizard. *real* smooth>


 


<...and licking his palms>



               
               

               
            

Legacy_3RavensMore

  • Hero Member
  • *****
  • Posts: 1153
  • Karma: +0/-0
Medieval City
« Reply #391 on: May 18, 2014, 02:34:39 pm »


               

Zwerk, I've finally added your Medieval City set and built a modest sized city.  I know you've received praise for it, but let me add my voice in saying that it's just brilliant.  As far a my players are concerned, we never play with tilefade, and completely agree that it ruins the immersion of an area.  Tilefade, IMO, also has the effect of making areas--especially cities--look smaller.  There is no mystery around the next corner, no surprises on the other side of the buildings...  We don't even have minimaps on; they are a to often used tool that also clobbers an immerse feel.  My players want to get lost, and want to take wrong turns, especially while slinking around in the dark in an unexplored city, or prowling through new cave.  So, no problems here with not having tilefade on this set. 



               
               

               
            

Legacy_Raetzain

  • Newbie
  • *
  • Posts: 13
  • Karma: +0/-0
Medieval City
« Reply #392 on: May 18, 2014, 03:41:08 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.


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.





Thank you for the quick reply.


I'm using this tileset for the main city on a new PW server a few of my friends and I are working on. I don't have any problems with the second-story parts of buildings fading, or even the third story for that matter. My only problem was the really tall towers blocking view. Like I said, I like the constrained view in some places and specifically built it so that you have to squeeze down and look around with a tighter view - as 3RavensMore says, preserving the sense of mystery. I didn't mean to sound ungrateful, I was merely curious as to whether it was a feature that was being worked on. If there's not going to be a tilefade, that's fine, I'll just work around it as I already have.


 


I'm curious again, though, by what you mean by alleys. I think I have the latest version of the .hak file(11/11/2013), and there's no..."alleyway" option. Could you describe what you mean when you say alley-tiles?


               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #393 on: May 18, 2014, 03:58:22 pm »


               


 


I didn't mean to sound ungrateful, I was merely curious as to whether it was a feature that was being worked on. If there's not going to be a tilefade, that's fine, I'll just work around it as I already have.


 


I'm curious again, though, by what you mean by alleys. I think I have the latest version of the .hak file(11/11/2013), and there's no..."alleyway" option. Could you describe what you mean when you say alley-tiles?




I didn't want to imply that you were ungrateful. Sorry if it sounded that way!


 


The is no alley crosser on the palette because there is a multi-purpose crosser that works differently on different terrains, the road crosser. When used on building terrain it will make alleys, on grass it creates roads and on water it will create docks when it is finished.


 


If only the towers are causing you problems, I can make those tilefade if I find some older versions of the files. I ran all the files through clean models and let it combine meshes with the same texture which makes taking them apart now much harder now, but I think I have some older versions from before that change somewhere.


 


I'm also close to finishing the castle terrain (except for some groups and features I'll add later), only about ten tiles missing now. There could be a new version on the new vault soon.


               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #394 on: May 18, 2014, 04:02:37 pm »


               


<moaning and wailing...>


 


That's it! I'm making a Medieval City mod!


This summer!!!



<...and licking his palms>




You've already got enough work to do. I hope you knew you weren't included in the group of people who don't give feedback.


               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Medieval City
« Reply #395 on: May 18, 2014, 04:08:51 pm »


               

<grins...>


 


I know :-)


 


But I really *have* been thinking of doing this, and I think it'll be a great demo of the new appear2 anims on worm and spiders... 


er, forget I said that. It'll be a pleasant evening stroll around a fine *clean* pest-free, peaceful, completely safe and boring Medieval City :-)


 


Really.


 


Would I lie? <*meaningful raven look*>


Er, I mean "Trust me" =)


 


Edit: Who knows? Maybe I'll spark a Medieval City Mod Challenge :-)


Everyone make a little mod like the ABC for release by Michaelmas... Only stipulation, it must showcase Medieval City :-)


 


I'm in!


 


<...like a rogue>



               
               

               
            

Legacy_Raetzain

  • Newbie
  • *
  • Posts: 13
  • Karma: +0/-0
Medieval City
« Reply #396 on: May 18, 2014, 04:39:06 pm »


               

Cool beans. I'm looking forward to this next update, then. I'm playing around with the new toy you gave me, and I feel really stupid that I didn't discover this before. I had entire district that is implied to be mostly alleyways and filth, but it was imagined with regular cobble and buildings. Now with ~actual~ alleyways, it feels more like the name of the place implies (Alleytwist.) *Rubs hands together mischeviously.* Oh the things I can do now...Bwuahahaha.


 


And a random suggestion for later - alleyways that can climb up and down the levels of the tileset. Sort of like this feeling: http://thumbs.dreams...ey-15684981.jpg If I had those, I'd probably be able to render what I'd like this district to look like, perfectly. In the meantime, I'll just use the building side-stairs to give that feeling.



               
               

               
            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
Medieval City
« Reply #397 on: May 18, 2014, 05:20:50 pm »


               

Zwerkules... your medival city-tileset was actually the only reason I came back to building, and now a new PW will soon enter alpha making the best with Medieval City and Medieval Rural. I'm not saying there aren't other great tilesets around, but when I saw the screenshots of the Medieval City the first time, my thought was "I need to do something with this"


 


Maybe there aren't as many downloads or followers as before, but I like to think that those few who download it will actually make something with it.



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #398 on: May 18, 2014, 06:22:32 pm »


               


 


And a random suggestion for later - alleyways that can climb up and down the levels of the tileset. Sort of like this feeling: http://thumbs.dreams...ey-15684981.jpg If I had those, I'd probably be able to render what I'd like this district to look like, perfectly. In the meantime, I'll just use the building side-stairs to give that feeling.


Those were always planned, I just didn't have the time to make them. For now you can only make alleys end on the raised part of a tile with height transitions, not on the lower part. Once I got those alleys ending on the lower part of a tile I'll also make ones that go uphill.


 


Before I do that I will finish the castle terrain and a new crosser first, the 'rock' crosser. You can use this crosser on tiles with raised cobble terrain to get rid of the walls and have rock walls instead. There will also be a few tiles with narrow pathes leading up. Bushes and shrubs will not be included, because I leave it up to the builders to add them as placeables to make the tiles look different from each other if there aren't enough variations.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Medieval City
« Reply #399 on: May 18, 2014, 07:34:40 pm »


               

I'm just waiting patiently for you to get more of these features in you talk about. I'd hate to build an area only to tear it apart again. However, that hasn't prevented me from playing around with it a lot.



               
               

               
            

Legacy_Vincent07

  • Jr. Member
  • **
  • Posts: 77
  • Karma: +0/-0
Medieval City
« Reply #400 on: May 18, 2014, 09:05:27 pm »


               

I must say, I love this tileset.


I'm in the process of adding it into the server I help run, and will likely remake our main town with it.  


 


I just wish it had some of the 2x2 plaza groups like the default city exterior does.


 


Otherwise, fantastic work.



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #401 on: May 18, 2014, 09:38:50 pm »


               

Plazas and parks are on my to-do-list.


               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #402 on: May 21, 2014, 08:12:13 pm »


               

MedCity29.jpg


 


I wanted to upload an update today but noticed that something is still missing. I have finished all the tiles for castle terrain next to grass and cobble and raised terrains of those kinds, but if you build a castle on raised terrain there's only one way to make a gate for it, by placing some raised cobble terrain next to it.


There are no bridges or draw bridges for the castle terrain at the moment.


 


The castle on the higher terrain in this screenshot can not be entered because it has no gate. '<img'>



               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Medieval City
« Reply #403 on: May 22, 2014, 01:11:01 pm »


               

<sing...>


 


Rapunzel Rapunzel, let down your long hair...


 


It's a feature, not a bug!


Specially designed castle for doorless enchanted towers? ;-)


 


 


<...song>



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Medieval City
« Reply #404 on: May 25, 2014, 08:35:36 pm »


               

There are 280 castle tiles now and except for a few features and groups (especially gates and drawbridges) I've finished the castle terrain now.


I uploaded a new version here: http://neverwinterva...al-city-tileset


Unless I missed some the mini maps should all be there now, too.


I left the old version there as well for now. The new version hasn't been tested thoroughly. Bug reports are welcome.