Author Topic: Medieval City  (Read 9936 times)

Legacy_Zwerkules

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Medieval City
« Reply #495 on: September 06, 2015, 10:15:51 pm »


               


Well just off the bat I noticed the following:


 


Features:


Pub, Corner


Shrine, Corner


TNO House 1-3


 


Groups


Bridge between Houses (Beautiful feature BTW)


Small square


Arena


Plaza


 


Though for the life of me I can't figure out how you managed to get that little waterfall in the second picture there between stairways. 




You found nearly all of them except for a feature (construction site) and a group (estate 4).


The TNO houses were experimental and I won't use them, but I left them in.


 


Building the waterfall has to be done in a specific order because it would have taken dozens of new tiles to make it possible to build it in any way people can think of.


You have to start with cobble terrain, then raise it where you want it to be raised. The next step is placing the water terrain, first on the lower terrain then the higher terrain.


After that place buildings on the lower terrain then the higher terrain (always build from the lower terrain to the higher terrain).


I also made some tiles just so placing these waterfalls is possible. As long as the waterfall isn't finished with buildings on all sides, gaps will appear between sides that already have buildings and sides that don't have them. This will change when (if?) I make it possible to have wider waterfalls.


               
               

               
            

Legacy_Tarot Redhand

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« Reply #496 on: September 07, 2015, 12:28:24 am »


               

Are those instructions included in the documentation or do I need to copy and paste them from your post into a document of my own? Also, is it just the main hak that has been updated or do I need to download one of the other files on that vault page?


 


TR



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #497 on: September 07, 2015, 05:28:58 am »


               

WoW Thanks a lot Zwerkules I love all of it.


 


When it comes to wider waterfalls I really hope its when and not if. 


 


Thanks again for all you are doing for this community. Your like a NWN Rock Star  '<img'>



               
               

               
            

Legacy_Zwerkules

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« Reply #498 on: September 07, 2015, 04:39:46 pm »


               


Are those instructions included in the documentation or do I need to copy and paste them from your post into a document of my own? Also, is it just the main hak that has been updated or do I need to download one of the other files on that vault page?


 


TR




There is no documentation for building with this tileset. All the information on how to place larger groups with difference in terrain height and how to make alleys, etc is hidden in posts here. '<img'>


 


The only thing updated is the main hak. Nothing changed for the other files and I haven't worked on the demo mod for a long time because nearly everything I'm adding now is stuff I need for my module, so that is where I test it.


               
               

               
            

Legacy_YeoldeFog

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« Reply #499 on: December 05, 2015, 05:14:37 pm »


               

Sorry for not being up to date here. Is Medieval Rural a part of Medieval City, or is it a stand-alone hak? In my list of Haks I have both. '<img'>



               
               

               
            

Legacy_Zwerkules

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« Reply #500 on: December 05, 2015, 05:25:46 pm »


               


Sorry for not being up to date here. Is Medieval Rural a part of Medieval City, or is it a stand-alone hak? In my list of Haks I have both. '<img'>




The two tilesets have some similar terrains, but the city tileset is for building a city while the rural one is for the surroundings thereof, like villages, mountains, coasts and cliffs.


               
               

               
            

Legacy_YeoldeFog

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« Reply #501 on: December 05, 2015, 06:33:56 pm »


               

I know, but I did not found Medieval Rural on Neverwintervault '<img'>



               
               

               
            

Legacy_Zwerkules

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« Reply #502 on: December 05, 2015, 07:20:42 pm »


               


I know, but I did not found Medieval Rural on Neverwintervault '<img'>




Look at my signature. It's listed there.


               
               

               
            

Legacy_Jedijax

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« Reply #503 on: December 06, 2015, 05:22:43 am »


               

They're separate. As the name implies, one focuses on rural areas while the other is a city tileset. They bear the same style and theme, however, and blend together quite nicely. Separate, yet complementary. Oh duh! Page didn't refresh. I didn't see your question had already been answered by the author...





               
               

               
            

Legacy_Jedijax

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« Reply #504 on: December 29, 2015, 05:59:45 am »


               

Sorry to bother you yet again, Zwerkules, but I'm wondering what the CEM repair node in your tiles does. I've also noticed the tcm tiles have all their windows lit at night, unlike the tcn ones, BUT, I've also noticed the original city tiles emit a tenuous light on surrounding walls and sidewalk, while yours don't. It seemed curious...




               
               

               
            

Legacy_Zwerkules

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« Reply #505 on: December 29, 2015, 04:17:00 pm »


               

Sorry to bother you yet again, Zwerkules, but I'm wondering what the CEM repair node in your tiles does. I've also noticed the tcm tiles have all their windows lit at night, unlike the tcn ones, BUT, I've also noticed the original city tiles emit a tenuous light on surrounding walls and sidewalk, while yours don't. It seemed curious...
Close



The CM3 repair node is added by clean models and is super annoying. '<img'> If you load more than one model into gmax and they all have a CM3 repair node everything that was linked to one of those will be linked to the first CM3 repair node. That's about the only problem I have with Clean Models, it's otherwise a really useful tool.


The windows that are lit at night use self illumination. The ones in the Bioware city tileset use lights instead. Medieval City has buildings with those lights, too, but many of them can cause lag, so I only used them sparsely. Try to have no more than eight or at the most a dozen of those buildings in one area.



               
               

               
            

Legacy_VeeTpl

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« Reply #506 on: April 04, 2016, 11:01:06 am »


               

Hey Zwerkules!


 


Just wanted to say a big thank you for the recent HAK update.


 


 


Regards,


VeeTpl



               
               

               
            

Legacy_T0r0

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« Reply #507 on: April 04, 2016, 05:40:48 pm »


               

 


 


The windows that are lit at night use self illumination. The ones in the Bioware city tileset use lights instead. Medieval City has buildings with those lights, too, but many of them can cause lag, so I only used them sparsely. Try to have no more than eight or at the most a dozen of those buildings in one area

 


 


So self illumination is a better method (i.e. causes less lag) ??



               
               

               
            

Legacy_Zwerkules

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« Reply #508 on: April 05, 2016, 03:23:38 pm »


               


So self illumination is a better method (i.e. causes less lag) ??




Visually it's not better because only the windows appear lit at night, there's no actual light coming from them that might light the street or objects on it. It is however much better for the engine than real lights and there's also the limit of lights to consider. If every house in an 8x8 city area had its own light, many of those lights probably wouldn't be rendered because there is a limit of how many lights there can be in the visible area (you can adjust that in the game settings, but I think the maximum is no higher than 8).


It's best to have a mixture of both, windows with real lights and windows with self illumination. The real lights just have to be used a lot fewer than selfillum windows.



               
               

               
            

Legacy_OldTimeRadio

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« Reply #509 on: April 06, 2016, 09:47:41 pm »


               

Though not in this case, but occasionally true static lights (or, potentially, negative lights) can come in handy.  Upside: A lot cheaper than regular lights.  Downside: Only light static geometry.  Because of the vertex lighting (and depending on how complex the geometry is), they can either look pretty neat or downright awful.  Settings, Example Scene, look you can achieve.