Author Topic: medieval Rural by Zwerkules  (Read 4011 times)

Legacy_KlatchainCoffee

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medieval Rural by Zwerkules
« Reply #15 on: July 01, 2012, 11:50:56 am »


               *Thumbs up to wadable lake shores*

Cobble or mud?  Why not both?

Lastly, for me, the icing on this already sumptuous cake would be a sandy sea shore tile with walkable animated sea surf/waterline.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #16 on: July 02, 2012, 10:15:14 pm »


               

KlatchainCoffee wrote...

*Thumbs up to wadable lake shores*

Cobble or mud?  Why not both?


Since the mud roads are so nearly finished, I'll leave them in instead of replacing them by cobble roads. The cobble roads will be an extra crosser.
               
               

               
            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #17 on: July 02, 2012, 10:20:22 pm »


               I realy like to have a cobble road option to so thanks for the added variety:) And oh have you already planed your mountains how you will implement them? Or a first screenshot of it? Mountains are just so goddamn beatifull;)
               
               

               


                     Modifié par NWN_baba yaga, 02 juillet 2012 - 09:21 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #18 on: July 03, 2012, 04:46:22 pm »


               I've planned them, but haven't made any mountains yet. I'm working on more elven houses atm.
               
               

               
            

Legacy_3RavensMore

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medieval Rural by Zwerkules
« Reply #19 on: July 03, 2012, 05:41:41 pm »


               

Zwerkules wrote...

Since the mud roads are so nearly finished, I'll leave them in instead of replacing them by cobble roads. The cobble roads will be an extra crosser.



YAY!  I love me some good roads.

*returns to my tree to lurk again*
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #20 on: July 03, 2012, 09:37:31 pm »


               I was working on a round elven building today and had no idea what the roof should look like, so I made a basic mountain tile instead (for mountain terrain on all four sides).

'Posted

It's not finished yet. I'll add some moss and a little grass in places so it is not completely gray. There'll probably be a few gnarled trees on some of the other tiles.
The mountain terrain will be unwalkable, but there will be crossers to make parts of it walkable.

Edit: This screenshot now shows two tiles with mountain terrain on each side and two unfinished ones that have mountain terrain in the two upper corners. The mountain uses all of the 10m of the tile at the moment, that will be reduced to 8m and there'll be two metres of grass at the bottom. There'll also be no straight line there.
               
               

               


                     Modifié par Zwerkules, 07 juillet 2012 - 04:39 .
                     
                  


            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #21 on: July 03, 2012, 09:59:03 pm »


               I have a good feeling for this. Cool texture and the path type crosser is a must have;) What height in meters are you aiming for. The bio cliffs from the forest tileset are around 13m I guess.
               
               

               
            

Legacy_3RavensMore

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medieval Rural by Zwerkules
« Reply #22 on: July 03, 2012, 10:05:42 pm »


               Lovely elf house in this.  Am I the only one that thinks it'd be marvelous to live in?

I did have to giggle at one of your screenies.  A gorgeous elf house...with an outhouse in the foreground.  '<img'>
               
               

               
            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #23 on: July 03, 2012, 10:07:42 pm »


               Hehe, the outhouse realy needs some special love or we all agree that elfes just dont need it...
               
               

               
            

Legacy_3RavensMore

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medieval Rural by Zwerkules
« Reply #24 on: July 03, 2012, 10:10:30 pm »


               Something you'd may wish to consider for rural & mountain sets: something like the sea cliffs but with rural or mountain terrain at the base instead of water.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #25 on: July 03, 2012, 10:17:57 pm »


               

NWN_baba yaga wrote...

I have a good feeling for this. Cool texture and the path type crosser is a must have;) What height in meters are you aiming for. The bio cliffs from the forest tileset are around 13m I guess.


5m isn't high enough and 13 is too high. It will be somewhere between 5 and 13, probably 8.
Raised mountain terrain will be 5m higher than that because that is the standard height for this tileset.

13m is too high because if you used a path crosser that should lead up the mountain on that tile there wouldn't be enough room on a single tile to make such a path unless it would be extremely steep.
If the path leads up the mountain in serpentines, there might be enough room on a single tile if the mountain is 8m high.
               
               

               
            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #26 on: July 03, 2012, 10:30:06 pm »


               With regards to the path up the mountain:
Another way up a mountain is climbing, which would be handled by scripting. A nice addition to work with a climbing system would be perches on the side of the mountain between top and bottom. A player would not be able to walk to the perch, but could be jumped there by a DM or by script when in the midst of a climbing action.

Its also a nice place on which a flying archer can land to take shots at pcs
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #27 on: July 03, 2012, 10:51:12 pm »


               random crazy idea i dont have the will to test but if works that would be a cool workaround to make mountain raise not by 5 but by a multiplier of 5 (10, 15 etc). the bad thing is i think 2 set files will be needed and so the need to switch from one to the other when working on the mountain terrain, btw i will explain my idea: in the standard set file height is 5, and in the other one is lets say 10.
you create the mountain terrain so that it allows such 10 meters raise. set file height values for tiles are 0 and 1 for the mountain set file, BUT in the standard set file your 1 becomes 2, and this is absolutely engine friendly since it is possible to place groups with height values different than 0 and 1.

another idea: switch the tileset height to 10, adjust the current tiles to fit that and change the raise grass from 1 to a different terrain (you know pasilli/blood monkey rocky mountain tileset made that) and (this the bad thing) create all the hundreds of variations needed to bring the hills for 7.5 and 10 height.

posting here not because i think you will try that but cuz it may bring interesting discussion for a tileset maker perspective
               
               

               
            

Legacy__six

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medieval Rural by Zwerkules
« Reply #28 on: July 04, 2012, 12:04:00 am »


               Wouldn't work, sen. The area file stores the number of raises for each tile, but not the absolute height. That's calculated from the .set file, so changing the .set file will also change tiles already painted.
               
               

               
            

Legacy_Pstemarie

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medieval Rural by Zwerkules
« Reply #29 on: July 04, 2012, 12:06:34 am »


               

3RavensMore wrote...

Something you'd may wish to consider for rural & mountain sets: something like the sea cliffs but with rural or mountain terrain at the base instead of water.


Project Q v1.5 has a "canyon" terrain feature that uses the sea cliffs from the TNO tileset with grass on the canyon floor instead of water.