Author Topic: medieval Rural by Zwerkules  (Read 4020 times)

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #165 on: November 30, 2013, 03:03:42 pm »


               Toro reworked all the CEP rural tiles and some more, but his tileset is not an override any more.
If you build new areas I recommend you use his tileset instead of the CEP.
If you want the CEP tiles overridden you'd need an extra override hak for CEP tiles which I don't have the time to make, not to mention that I think the CEP tilesets (especially the interior ones) are a mess. ':whistle:'
They put completely different tilesets together which clash so badly it makes me want to ':sick:'.

And now forget I wrote all that and I'll pretend that I like the CEP because saying bad things about it
is bad form.
               
               

               
            

Legacy_Gruftlord

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medieval Rural by Zwerkules
« Reply #166 on: November 30, 2013, 03:22:26 pm »


               edit: problem fixed, thank you. the hint at toros rural overwrite was all i needed.
/edit

well, i'm neither a content creator myself, nor a builder. so "using" a tileset is not an option. i'm speaking more of PWs that use the CEP (most use ONLY cep unfortunatelly), and having PFL running while playing on these leads to some clashes, visually only fortunatelly.

i agree, much of what ended up in CEP needs serious rework by todays standards. with PFL and a private collection of several other overwrites, i consider some CEP stuff (e.g. some of the early heads) to be the worst i get to see on my rig (that is: since all the ugly Biowarestuff is upgraded already).
still, many things in CEP are nice, the benefits of an old and trusted steed are obvious, and it's now in the hands of module creators to use the CEP wiselly (don't use the stuff that is just downright ugly that is).

where i play, they do this well, but this doesn't help, that there are iirc 3 or 2 tiles/meshes, that have the rural fence and now cause visual inconsistencies for me. if you could point me in the direction of where/in which hak download i could find replacements for these CEP tiles, that is all i need to know. upgraded Fence/watchtower tiles shall end up in my CEP2_custom file and all will be well.

on a side note: ugly cep stuff is more or less only a matter of multiplayer PWs nowadays anyway. singleplayer modules have a much higher tendency to come with their own haks including nice community tilesets. only those PWs rejecting the idea of using anything besides CEP are what cause issues. ProjectQ just simply came too late in NWN s lifetime, to get much people to make a complete shift/move to the much nicer pack.
               
               

               


                     Modifié par Gruftlord, 30 novembre 2013 - 03:53 .
                     
                  


            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #167 on: November 30, 2013, 04:27:18 pm »


               

Zwerkules wrote...

Are you using an old version or overriding another tile group? The group count is at least at 155 in the latest version.


Thanks for pointing that out. Making the change was painless, and now we have the updated version of your tileset.

[GROUP156]
Name=Dock
Rows=1
Columns=1
Tile0=93
               
               

               
            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #168 on: December 01, 2013, 05:33:45 pm »


               We are having fun playing with Medieval Rural as we build New Vives. I wrote a brief write up at our project blog.

Thanks for this amazing tileset, Zwerkules. I feel that we are just scratching the surface of it.

For those that would rather get straight to the images:
'Posted
'Posted
'Posted
               
               

               


                     Modifié par henesua, 01 décembre 2013 - 05:38 .
                     
                  


            

Legacy_QlippothVI

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medieval Rural by Zwerkules
« Reply #169 on: January 18, 2014, 06:58:20 pm »


               Wow, beautiful... and the reason I had to post is the pathing! Very well done. Deva Winblood was working on a Harvest of Souls 2, and the TNO tileset is horrendous when you want a lot of creatures roaming around your module. Heck, even PCs have trouble. He was sad he hadn't paid more attention to the quality of the tileset when he was working on the project for Wyvern Crown of Cormyr or he would have made them fix it.

And the Elven houses! I was confused when I first approached an Elven house from the balustrade side, then realized I could walk THROUGH the house from the other side. Very snazzy.

So much variation and character. I will probably switch to this tileset in my module when it is finished. I'm working on a Dwarven Story module, but they do go outside in the wild.

I do have a little trouble with the small defile leading uphill (only a meter or so wide, and on the bridge crossing the creek. I have a screenshot:


- Qlippoth
               
               

               


                     Modifié par QlippothVI, 19 janvier 2014 - 08:15 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #170 on: January 18, 2014, 10:31:49 pm »


               

QlippothVI wrote...

Wow, beautiful... and the reason I had to post is the pathing! Very well done. Deva Winblood was working on a Harvest of Souls 2, and the TNO tileset is horrendous when you want a lot of creatures roaming around your module. Heck, even PCs have trouble. He was sad he hadn't paid more attention to the quality of the tileset when he was working on the project for  Wyvern Crown of Cormyr or he would have made them fix it.

And the Elven houses! I was confused when I first approached an Elven house from the balustrade side, then realized I could walk THROUGH the house from the other side. Very snazzy.

So much variation and character. I will probably switch to this tileset in my module when it is finished. I'm working on a Dwarven Story module, but they do go outside in the wild.

I do have a little trouble with the small defile leading uphill (only a meter or so wide, and on the bridge crossing the creek. I have a screenshot:

Narrow defile


- Qlippoth


The pathfinding is a little better than in this tileset than in the TNO one because many of the pathnodes in the TNO tileset are wrong. They use the same pathnodes for hill tiles as they use for tiles with ridges which means you can't get from the top of the hill to its bottom or vice versa.

There are still some problems with pathfinding in my tileset, because the mountains take up most of a tile instead of just half. In Bioware tiles with two terrains the terrains usually meet at exactly the middle of the tile or no more than one meter away from it. If I had made the mountain tiles like that it would have meant that the mountain terrain part on a tile would have been up to 13 metres high, but only 6 metres 'broad' at the base. That would have made proper mountain terrain impossible and the mountains would have looked pretty much like the Bioware cliffs which rise straight up from the ground.

That the mountain terrain takes up most of a tile means that there is only about one metre of grass terrain at the base of the mountain and if you have two mountains opposite of each other sometimes there's less than two metres of grass terrain between them. The engine has problems finding a path through those narrow passages. You can walk through them by dragging the mouse or using the a s w d keys and even by clicking on the ground if the clicks are near each other, but NPCs can get stuck there.

If I can get both, pathfinding that works and the look I want to achieve, fine! But if I can't have both, I'm quite happy to do without proper pathfinding.

In the Medieval City tileset you'll find many tiles which have pathnodes that only work in most cases, but not in all because there are no pathnodes which have combinations of two and three lines on different sides. If for example you have a wall that is walkable at the top and it joins a wall which isn't, you'd need pathnodes with three lines at one side and two on the other while there are only ones with combinations of one line and three lines.
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #171 on: August 05, 2014, 09:31:00 pm »


               

I made a few demo videos that show what can be done with this tileset.


 


A coast: https://www.youtube....h?v=d5v3t-Sv4kI


A village: https://www.youtube....h?v=kLMK0odtU18


A mountain: https://www.youtube....h?v=rplIVOXXvTA


               
               

               
            

Legacy_Gruftlord

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medieval Rural by Zwerkules
« Reply #172 on: August 05, 2014, 09:36:32 pm »


               

amazing, i love it!



               
               

               
            

Legacy_Draygoth28

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medieval Rural by Zwerkules
« Reply #173 on: August 07, 2014, 09:37:57 pm »


               Very nice. Love the look of the mountain area.
               
               

               
            

Legacy_Draygoth28

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medieval Rural by Zwerkules
« Reply #174 on: August 19, 2014, 07:39:57 pm »


               Any chance you could post those prefab  areas for download?
               
               

               
            

Legacy_Verilazic

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medieval Rural by Zwerkules
« Reply #175 on: August 22, 2014, 06:05:03 pm »


               

Finally got around to checking this tileset out, and loving it!



               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #176 on: August 26, 2014, 03:17:12 pm »


               


Any chance you could post those prefab areas for download?




No, sorry. Those areas are for a module. Since I am sick of seeing the old tilesets over and over again, I won't use a single one of them in my module, including the DLA tilesets which I consider too old by now, too. This means I either have to make every tileset I use myself or use other new ones. My module will make use of the Medieval City and Rural, a castle interior one based on the Azure Tower and tilesets made by Six and Baba Yaga.


               
               

               
            

Legacy_Vincent07

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medieval Rural by Zwerkules
« Reply #177 on: September 03, 2014, 03:55:45 am »


               

I completely understand this.  I'm so tired of the original tilesets that I'm planing to rebuild some large sections of my module with Medieval City, Rural and Baba's forest.



               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #178 on: October 26, 2014, 09:14:13 am »


               

Some people asked for huge waterfalls, so I added some raised water terrain which can be used to create huge (broad, not high) waterfalls. I also made it possible to have roads along mountain edges next to water.


 


 


ruralx1_1.jpg


 


ruralx1_0.jpg



               
               

               
            

Legacy_Estelindis

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medieval Rural by Zwerkules
« Reply #179 on: October 26, 2014, 12:27:35 pm »


               

Zwerkules, those screenshots look amazing!   ':wub:'