Author Topic: Medieval City  (Read 9839 times)

Legacy_s e n

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Medieval City
« Reply #90 on: July 04, 2011, 12:04:22 am »


               i am a big fan of medieval city tileset  and i want moar!!
               
               

               
            

Legacy_Karvon

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Medieval City
« Reply #91 on: July 04, 2011, 02:16:27 am »


               Alleys, alleys, we want alleys! '<img'>

Looking very nice!

Karvon
               
               

               
            

Legacy_Zwerkules

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« Reply #92 on: July 04, 2011, 04:04:56 pm »


               There will be alleys, but first I have to finish the walls and then the docks (with a few cranes and warehouses) after that I will make the alleys, which will also work with raised terrain.
The lowest on my list of things to add is building terrain placed next to or in the water. This I will only make after I finished the walls, docks, alleys, castle terrain and the groups like smithies, inns, temples and the like.
Oh, there'll also be a cliff terrain to go with the castle terrain and the drawbridges. I think it will be based on the TNO cliffs, so I won't have to make too many terrain types from scratch, but I will change it. There won't be a beach at the bottom, but lots of rocks and then trees.

I know that many people want alleys, so I'll start to work on them as soon as I have finished the terrain and crosser types that I have already begun to make. So the docks and walls have to be finished first.
               
               

               


                     Modifié par Zwerkules, 09 juillet 2011 - 07:34 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #93 on: July 04, 2011, 06:28:01 pm »


               I love this tileset a lot. Some areas i created with it are so narrow, twisted + good looking i´ll post some screens soon;) So now you found out that nasty lag problem pls keep up the work!
               
               

               
            

Legacy_Zwerkules

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« Reply #94 on: July 04, 2011, 06:55:14 pm »


               I'm looking forward to seeing those screenshots. BTW, have you ever turned on snow in an area with the medieval houses?
I had a five percent chance of snow in one of my test areas and then when I was running around that area at night it started to snow. All the lit windows and the falling snow made me think that a winter version of this tileset would be nice for x-mas moods '<img'>.
Maybe I'll make one for christmas.
               
               

               
            

Legacy_Zwerkules

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« Reply #95 on: July 09, 2011, 08:58:50 pm »


               I've got a lot of different towers for the wall crosser now.
What's still missing is a wall crossing a river, a river ending at a wall, a wall ending in front of a building and a wall ending near water.
I'll work on those tomorrow and upload an update once I finished them. If there's some time left, I'll also make a gate group (1x2) with bigger towers than the gate feature (1x1) that I've made today.

Lots of towers:

'Posted

Gate with small towers:

'Posted
               
               

               


                     Modifié par Zwerkules, 09 juillet 2011 - 08:01 .
                     
                  


            

Legacy_Zwerkules

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Medieval City
« Reply #96 on: July 10, 2011, 09:41:30 pm »


               I uploaded an update to the vault today.
               
               

               
            

Legacy_henesua

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« Reply #97 on: July 10, 2011, 10:57:52 pm »


               Gorgeous. It looks like it could be the wealthy part of Arnheim.
               
               

               
            

Legacy_s e n

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« Reply #98 on: July 10, 2011, 11:02:42 pm »


               Woooooooooooooooooooohooooooo!
               
               

               
            

Legacy_s e n

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Medieval City
« Reply #99 on: July 10, 2011, 11:27:01 pm »


               bug report: door of tile tcm01_i05_03 has wrong coordinates (.set issue)
bug report: edge tiles of buildings have meshes assigned to fadeable
bug report: edge tiles of trees have meshes assigned to fadeable
bug report: missing edge tile for tree **** ****
bug report: missing edge tile for buiding **** building+ (or something like that, on the rais lower building tiles)
bug report: missing edge tile for buildng **** **** (probably also building+ **** **** is missing)
               
               

               


                     Modifié par s e n, 10 juillet 2011 - 11:01 .
                     
                  


            

Legacy_DM_Vecna

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« Reply #100 on: July 10, 2011, 11:27:02 pm »


               Really a fun tileset to work with. I look forward to you adding back in some of the NWN2 groups. Especially that little house with the courtyard, well all the little houses and inns were great. keep up the good work. I just merged it into my pw haks and will update as you release them.
               
               

               
            

Legacy_s e n

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Medieval City
« Reply #101 on: July 10, 2011, 11:38:35 pm »


               spotted a few bug flying around, bash em! (i made a post a on the previous page with all of them) man this is a piece of art, love it!!!
               
               

               


                     Modifié par s e n, 10 juillet 2011 - 11:03 .
                     
                  


            

Legacy_Failed.Bard

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« Reply #102 on: July 11, 2011, 05:18:11 am »


               16x16 city, crammed with multi-levelled buildings, 150m fog clip distance (just for the screenie purposes), and standard winter clear skybox.  15 fps day, 10 fps night, which isn't bad for the viewing distance set as far as it is on an older ati 2400HD card.

  It's a nice enough set you could quite easily make an entire adventure with only one exterior map, with the rest of it exploring all those packed together multi-levelled interiors.

'Image

'Image



'Image

'Image
               
               

               
            

Legacy_Zwerkules

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« Reply #103 on: July 11, 2011, 11:42:09 am »


               Thank you for the bug reports Sen. The edge tiles were a last minute addition before I uploaded the hak and went to bed. It's no wonder most of the bugs have to do with the edge tiles.

Failed.Bard, those are some nice screenshots. I see you used the 'too big' tower. When I finished that one and saw it next to the other towers, I felt that it looked out off scale, so I made it a feature. That way it wouldn't appear when you placed city walls, but it was still there for those who wanted to use it.
When there are no smaller towers near it, it doesn't look too big.
There's a walled off area in the corner of your city and I see no stairs or ladders leading down there, so it seems to be unaccessable. Did you do that on purpose? Are there some special tiles you need to make it accessable? I haven't finished the tower features for straight walls yet. Those will have doors on ground level.

Even with the TNO tileset I only made city areas that were 8x8 in size, because to populate a 16x16 area you'll need a lot of NPCs. With a tileset which has more polygons than TNO, builders should keep their areas smaller than 16x16. I use 8x8 areas or at the most 10x10 if I need some trees or cliffs outside the city walls.
               
               

               
            

Legacy_Failed.Bard

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« Reply #104 on: July 11, 2011, 12:41:08 pm »


               I'd envisioned the city as being surrounded by salt water, so that walled off area in the corner just has water in it, the city's reservoir, so to speak.  Mostly I was just playing around to try to see all the different variant houses you'd put in as they spanned levels.

 One thing I did notice, is that I get a good second to two of lag in the toolset when I select "Willow near river" or "Willow near water", though I didn't notice that sort of lag from them in game.  Any idea what might be the cause of that?