Author Topic: Medieval City  (Read 9927 times)

Legacy_henesua

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« Reply #405 on: May 25, 2014, 08:42:24 pm »


               

did someone say bug reports for a Zwerkules-made tileset?


 


*on it*



               
               

               
            

Legacy_YeoldeFog

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« Reply #406 on: May 25, 2014, 10:14:46 pm »


               

I think I posted a bug above about a tower-door transtion ended up on the second floor.



               
               

               
            

Legacy_Raetzain

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« Reply #407 on: May 26, 2014, 02:43:47 pm »


               

Time to see what new toys I have to play with.



               
               

               
            

Legacy_Zwerkules

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« Reply #408 on: May 26, 2014, 04:07:57 pm »


               


I think I posted a bug above about a tower-door transtion ended up on the second floor.




 


That door has an orientation of -90 in the set file instead of 90. Usually that doesn't matter because the doors have use nodes on both sides but maybe the transition tries to place the PC behind the door instead of in front of it because of this. The walkmesh is okay, but usually I leave about two meters space behind a door because that's how broad a door is. In this tile there's only room for 1.5 meters because of the walkable second story. So maybe the game tries to place the PC behind the door and there's not enough room so they end up on the second story.


 


Try rotating the door by 180 degrees. If that doesn't work I have no idea what to do about it. There's nothing wrong with the walkmesh.


 


I changed the door rotation in the set file to 90 instead of -90 now and it will be in the next update.


               
               

               
            

Legacy_OldMansBeard

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« Reply #409 on: May 27, 2014, 10:43:26 am »


               

I really like the "look and feel" of this tileset. '<img'>


 


Can I make a suggestion? Where you have tall buildings with an obscuring walkmesh one floor high (as it would have had to, if you were tilefading) try raising the top verts of the obscuring part to roof level. This will prevent the camera putting itself inside the upper floor looking out, which looks a bit odd sometimes,


               
               

               
            

Legacy_Zwerkules

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« Reply #410 on: May 27, 2014, 03:04:50 pm »


               


I really like the "look and feel" of this tileset. '<img'>


 


Can I make a suggestion? Where you have tall buildings with an obscuring walkmesh one floor high (as it would have had to, if you were tilefading) try raising the top verts of the obscuring part to roof level. This will prevent the camera putting itself inside the upper floor looking out, which looks a bit odd sometimes,




Thanks for the hint.


               
               

               
            

Legacy_Estelindis

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« Reply #411 on: May 28, 2014, 12:54:15 am »


               

I have played around with this tileset a good bit, yet I feel like I haven't scratched the surface of its potential.  Lovely art style and huge number of tiles.  Thanks a bundle for putting so much talent and hard work into this.



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #412 on: May 28, 2014, 06:54:24 pm »


               


That door has an orientation of -90 in the set file instead of 90. Usually that doesn't matter because the doors have use nodes on both sides but maybe the transition tries to place the PC behind the door instead of in front of it because of this. The walkmesh is okay, but usually I leave about two meters space behind a door because that's how broad a door is. In this tile there's only room for 1.5 meters because of the walkable second story. So maybe the game tries to place the PC behind the door and there's not enough room so they end up on the second story.


 


Try rotating the door by 180 degrees. If that doesn't work I have no idea what to do about it. There's nothing wrong with the walkmesh.


 


I changed the door rotation in the set file to 90 instead of -90 now and it will be in the next update.




 


Not being entirely sure with this, and definitely not having had a physical look at what you are describing, but strictly speaking towards the typed in numbers you folks are discussing... negative numbers behave oddly at various times.


 


Anytime I had issues like this, I specifically edit the -90 to be 270 instead.  This sometimes fixes that sort of issue. 


 


However, some of the other suggestions in this dialog should also help.


 


I just today found my copy of 3dsmax 8, so I can reinstall that and take a look at things again.  But it will likely take me a while to get things re-installed as this computer seems to have a mind of it's own, and also being win 8.1, Microsloth has done some amazing things to make life increasingly difficult for folks that just want something to work as described instead of how THEY think it should be.... THEY being of course, that nefarious THEY party that seems to control the world from behind the scenes.


 


Anyway, just try editing that -90 to become a positive 270 rotation and see if that helps you any.



               
               

               
            

Legacy_Zwerkules

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« Reply #413 on: May 28, 2014, 10:06:10 pm »


               

Thanks Bannor! I'll see if there are any doors which need an orientation of -90 and change that to 270, but in this specific case the -90 was wrong anyway because it should be 90.



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #414 on: May 30, 2014, 09:08:24 pm »


               

Well, I attempted to install 3dsmax 8 today, but I apparently am out of disk space.  Now I have to decide what to uninstall. 


 


To top that off, win8.1 refuses to install a seriously required update, it errors out with an invalid error code, so it doesn't both to report what the issue is.  This is apparently a known issue with the Windows8.1-KB2919355-x64.  MSloth has threatened that if this update is not applied, no further updates will EVER be applied to my system.


 


I have searched and searched, but there is not apparently a fix available. Restated, I have tried all the 'fixes  that msloth recommends, and none work.



               
               

               
            

Legacy_Lord Sullivan

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« Reply #415 on: June 01, 2014, 07:14:36 pm »


               

@Bannor Bloodfist


 


upgrade to Windows 7?



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #416 on: June 01, 2014, 08:41:08 pm »


               


@Bannor Bloodfist


 


upgrade to Windows 7?




Well, in this case it would be a downgrade, and msloth offers no way to do that.  I have a licensed copy of XP, no longer installed, and a licensed disk copy of 8.0 which has been patched to 8.1 with the license.  No way to go backwards without a format and be forced to re-install over 120 gig worth of programs and games etc, most of which require a re-download from the net to get installed. I would also have to pay for a win7 license, as they offer no way to trade a license back and forth.  It takes several days like at least 4 if not more, to get to the point that I am at now, and that is with me sitting here watching and clicking yes to all the required updates and patches and waiting for the things to download then install.  I truly hate the internet way of installing software, I would much prefer installation from DVD, but most software and games especially, require the internet to install the actual program/game from the web since all disk copies are just dummies that require full re-downloads of everything.  Even Steam installed games, even if you back them up, require a complete replacement of everything you may have already installed as they can't be bothered with checking and installing file by file.


 


Anyway, thanks for the thought, even though it doesn't help.



               
               

               
            

Legacy_Zwerkules

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« Reply #417 on: July 07, 2014, 04:05:41 pm »


               I'll soon upload a new version. I did what OMB suggested and raised all the walkmeshes of the buildings to roof level except for those which tilefade (in alleys). It is still possible that the camera ends up inside a building though.
While I already worked on every file with a building on it, I also made extra variations of tiles that had none or only two. So each building tile that had only two variations before now has three and those without variations now have two, except for two tiles which I felt would rarely be used at all because they are mainly there to make it possible to place other tiles. Those two still don't have variations.
Tilefade does now also work for the entrances to alleys and for towers, because someone said the towers were too high and blocked sight.
 
I changed the grass, dirt and rock textures as well as the roads and some foliage. I will upload a file that contains the old textures incase someone doesn't like the new ones, so they can put the old ones in a top hak. This is what grass and cliffs look like now:
MedCity30.jpg
 
It is now possible to have an alley lead uphill. There's one tile with a steep slope that needed stairs and another one that's not so steep that doesn't have stairs.
 
MedCity31.jpg
               
               

               
            

Legacy_MannyJabrielle

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« Reply #418 on: July 07, 2014, 08:45:47 pm »


               

Looking forward to this.... I may actually rebuild several of my areas with it since I lost a certain city reskin I had been using in a recent HDD crash.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #419 on: July 07, 2014, 10:01:58 pm »


               

I must say now that i understand why not to include or care about shadows when working on such a project like this beauty of a tileset. You would work more hours on shadow issues then on actual content '<img'> It´s a great set and it´s so medieval german looking it´s authentic to many images I saw ( it´s like home).


Thank you for updating it regulary '<img'>