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NWN2 Houses Tileset


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#51
TSMDude

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Zwerkules wrote...
Today I made a belltower. It is all finished except for the rope. I think about making that a danglymesh.
http://www.rpgmoddin...ttachmentid=766


I thought this was kinda cool till I saw this....

WOW

Just wow....

That is by all means one of my most favorite things I have seen in a long time.

#52
DM_Vecna

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Well it appears that even with no NWN2 houses and just a 16 x 16 area with all the animations off and just the "building" and "city" tiles used. The 8x8 demo area #19 is even a little laggy. It appears that there is something else is causing issues.



TSMDude;

is that a Aurora toolset setting? I dont know of where I would turn off sun shadows. Also there is no grass in the area that I am using.


#53
_six

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That's a good point, actually, with shadows. I've always turned them off on the tile side myself - I remember running Wild Woods with shadows enabled on the tiles when I was first working on it, and that had an equally decimatory effect on framerates to what I experienced with the current version of this tileset.

#54
Tarot Redhand

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Greets Zwerkules



As you know I have been a little poorly so my explanation on causeways in relation to castles has been a little delayed. Feeling a bit better I have gotten around to it now. Please remember what follows is my own take on the subject. As allways any questions, just ask.



Causeways.

A causeway is simply a reinforced roadway that crosses hostile, often deadly, terrain. This reinforcement usually takes the form of the road being paved. Depending on the actual terrain being crossed, the roadway may be raised up above it. Unlike a bridge there are no voids beneath a causeway except where a small culvert may be placed to drain away inimical fluids. So you can have a causeway crossing a bog but you would need a bridge to cross a ravine. The one thing that differentiates a causeway from say a modern harbour wall, is that a causeway has a destination on both ends be it a town, castle, island or city.



In the modern world most examples of causeways are located on coasts and are thus tidal in that they are often covered by the sea at high tide. A pair of examples of this are Saint Michael's Mount off the Cornish coast in the UK and its twin Mont Saint-Michel off the Northern French coast.



In previous centuries, before land drainage schemes, causeways were built to cross boggy terrain and also to cross land that was prone to frequent flooding. An example of this can be found on the outskirts of the small market town of Newark in Nottinghamshire in the UK. Here modern deep ploughing often exposes 17th (I think) century bricks that were used in the construction of the causeway and modern roads still use the, now drained, route.



There is also a third type of causeway. This one often used in conjunction with castle building. Where a castle is built atop a rocky spur, access to it can be via a knife-edge ridge where there is a shear drop on either side. Where this ridge is flattened and paved you create another type of causeway. Also in relation to castles, a causeway may well end in a drawbridge to further improve security. Also, where a castle is built with a moat you may have a causeway that connects with a sally port to enable the defenders to outflank anybody besieging the castle.



In a fantasy game there is one other thing to consider - the type of terrain that is crossed. For example instead of water, the causeway could be across lava, tar pits or boiling oil. Or in the sky it could be made of solid clouds going to a giants castle with the hostile terrain being cloudless areas, although a skybridge of cloud would be more usual in this case.



TR

#55
Zwerkules

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Tarot Redhand wrote...

There is also a third type of causeway. This one often used in conjunction with castle building. Where a castle is built atop a rocky spur, access to it can be via a knife-edge ridge where there is a shear drop on either side. Where this ridge is flattened and paved you create another type of causeway. Also in relation to castles, a causeway may well end in a drawbridge to further improve security. Also, where a castle is built with a moat you may have a causeway that connects with a sally port to enable the defenders to outflank anybody besieging the castle.

TR


That is something I'll make for the castle/pit terrain.

#56
Tarot Redhand

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Now that the GOG contest is over and I can think again, anything happened while I've (on occasion) been slaving over a hot keyboard?



TR

#57
Zwerkules

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No, I've been working on the roman city tileset, but will work on the castle walls of this tileset again once the November CCC is over.

#58
Zwerkules

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Here's a screenshot of a gate with towers that can be placed between two houses.

Posted Image

The castle walls are not completely finished yet. They are based on the TNO castle walls and I'm beginning to regret the decision to use existing tiles as a base instead of making my own castle walls. It is very tedious work to adapt those tiles to the heights I need.

When I make a separate medieval city tileset, I will make my own castle walls.


#59
DM_Vecna

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I really love this tileset. Are you still considering pulling the city potion out and maybe using lower quality textures or anything else to improve speed? Every time I create an area it freezes. Please keep up the work on this area. I have big plans for it in my pw.

#60
Zwerkules

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I will make a separate medieval city tileset. The textures used for the medieval houses are 512x512, so they are standard quality and shouldn't cause any lag. I won't need any of the high res textures because those or only for the NWN2 houses. I will also see if there are any unnecessary smoothing groups (though I have no idea if they could cause lag) and I will try if I can run 'clean models' on my other computer. I never got it to work on this one with Vista and it probably won't run on the other one with Windows 7 either, but if it does, I can clean up the models.

If then even after removing the day/night animations those tiles still cause lag, I don't know what else I could do to get rid of the lag. The houses have a lot more polygons than the standard Bioware tiles, but on the other hand they have about half the amount of polygons of some other tilesets I have seen and those still run smoothly, so I don't think the polycount matters much.


#61
_six

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I get similar issues when using your tileset, particularly around the buildings, but just assumed at the time you'd been using giant textures or something. Try checking your model file sizes. If they regularly stretch above 1mb then you may have unwelded tverts (a bane upon modelling). My catacombs tileset included a 50mb tile I forgot to weld tverts on, which totally screwed up the game.

To fix such an error apply a UVW Unwrap to every mesh in every model, select all the tverts, go to Tools -> Weld and then collapse the Unwrap modifier. It can take time but is a very important step in streamlining both model filesizes and render efficiency.

CM3 can do these minor fixes automatically, but if you try and feed large files into CM3, you'll tend to just crash it (it took a total of 72 hours to process one really inefficient model of mine before I got into the habit of cleaning up by hand as I go).

That said, your issue could also lie elsewhere entirely. Another likely candidate is the number of textures being rendered - actually, using just a few giant textures will be more efficient than the same number of pixels split into separate smaller textures.

Modifié par _six, 02 février 2011 - 05:55 .