Author Topic: Medieval City  (Read 9834 times)

Legacy_NWN DM

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« Reply #45 on: April 04, 2011, 03:01:18 pm »


               Very nice... excellent work.
               
               

               
            

Legacy_Zwerkules

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« Reply #46 on: April 08, 2011, 09:34:44 pm »


               I've finished a few tiles of the city wall crosser. This is what the walls look like when they are used on cobble terrain. Both sides are identical so they fit together wichever way they are turned. I will make more tiles for the city wall crosser between grass and cobble terrain. Those will have two different sides. The one on the grass side will be the outside of the city wall and the upper part will be a wall with narrow windows instead of the wooden beams holding up the roof.

'Posted
               
               

               
            

Legacy_Eagles Talon

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« Reply #47 on: April 09, 2011, 07:03:56 am »


               Very nice!
               
               

               
            

Legacy__six

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« Reply #48 on: April 09, 2011, 07:41:16 pm »


               Excellent, and glad to know you're planning on an asymmetrical approach for the city/grass version, as that's a pretty hard thing to come by in NWN and ends up looking far cooler as a result. Only thing I'm curious about is what that really dark bit is at the bottom of some of the wall sections, as it seems a little odd to me.
               
               

               
            

Legacy_Frith5

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« Reply #49 on: April 09, 2011, 08:41:24 pm »


               I think _six is talking about the spaces between the buttresses. Hard to tell from straight on shot. Love the look of this, though. Nice!
               
               

               
            

Legacy_Zwerkules

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« Reply #50 on: April 09, 2011, 09:26:03 pm »


               The dark spots are due to smoothing groups. I haven't removed them all yet. Don't know why it is so dark at the bottom of the wall, but those dark spots disappear if I remove the smoothing groups.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #51 on: April 09, 2011, 11:09:31 pm »


               

Zwerkules wrote...
The dark spots are due to smoothing groups. I haven't removed them all yet. Don't know why it is so dark at the bottom of the wall, but those dark spots disappear if I remove the smoothing groups.

It depends on the geometry, of course, but I get unexpected darkening like that when I crank up the smoothing farther than I should on geometry which I should be splitting up into different meshes.  Sometimes it's also a reminder that I need to weld all the verts in a mesh so it's all one element as well.  It's not necessarily caused by just one thing.  I've always leaned a bit too heavily on the Smooth modifier and then twiddled the Threshold after checking Autosmooth so I'm no expert, either.

You can see what I'm talking about by making a cube in Max, throwing a Smooth modifier on it and then crank up the Threshold past 90 after turning on Auto Smooth.  See it flipping?
               
               

               


                     Modifié par OldTimeRadio, 09 avril 2011 - 10:12 .
                     
                  


            

Legacy_Zwerkules

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« Reply #52 on: April 10, 2011, 07:57:39 pm »


               This is what I've been working on this weekend:

'Posted

Does anybody recognize the building? ':whistle:'
               
               

               
            

Legacy_Builder_Anthony

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« Reply #53 on: April 11, 2011, 03:17:57 am »


               Is it from a movie or something?
               
               

               
            

Legacy_Explodingrunes

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« Reply #54 on: April 11, 2011, 06:23:12 am »


               Real medieval cities usually started with open spaces, and then got built up out of tent cities and slums from that point on, making for a lot of streets that were rather tight (sometimes with buildings looming forward to almost touch each other across them). This could make a rather claustrophobic atmosphere. In NWN it can be created by alleys in some tilesets. So I second Eradrain's alley request.
               
               

               
            

Legacy_Explodingrunes

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« Reply #55 on: April 11, 2011, 06:36:53 am »


               I'm wondering if the night time frame rate others mentioned has been fixed yet.
               
               

               
            

Legacy_Explodingrunes

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« Reply #56 on: April 11, 2011, 06:39:17 am »


               I think the building was one of the houses from the original city tileset, though it looks heavily modified and quite beautiful like this!
               
               

               
            

Legacy_Bubba McThudd

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« Reply #57 on: April 11, 2011, 07:58:11 am »


               After playing around with this excellent tileset, my wish list would include;
- Alleys
- Docks/wharves
- raisable/lowerable grass and rock tiles
- possibly some sort of dry moat tile with a drawbridge

Keep up the good work!
               
               

               
            

Legacy_Zwerkules

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« Reply #58 on: April 11, 2011, 02:49:29 pm »


               Explodingrunes is right. It is the 2x3 house from the Bioware city tileset.
Bubba, I was planning to make everything you listed anyway except for raised grass and rock terrain because I want this to be a city tileset. The rural tileset will be a seperate one so I won't get more tilesets with over 2000 tiles '<img'>.
I only put in the tree terrain so you won't have endless grass tiles stretching to the horizon around your city.
               
               

               


                     Modifié par Zwerkules, 11 avril 2011 - 08:40 .
                     
                  


            

Legacy_Zwerkules

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« Reply #59 on: April 21, 2011, 10:08:17 pm »


               Someone, I think it was Henesua, asked for something like this:

'Posted

These are the first tiles of raised building terrain that I have finished. I have at least two variations for each kind of those tiles, for some even six. Many others that will make every combination of raised and not raised building and cobble terrain possible are still missing, but I'm working on it.
               
               

               


                     Modifié par Zwerkules, 21 avril 2011 - 09:08 .