Aller au contenu

Photo

Medieval City


  • Veuillez vous connecter pour répondre
542 réponses à ce sujet

#1
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
Image IPB

The first version of the medieval city is almost finished.
I will probably upload it to the vault this weekend.
In later versions I will add smaller citywalls, docks, houses near water, alleys, rivers flowing between houses,
cliffs and drawbridges, bridges, a lot of houses (like pubs, inns and a blacksmith) and a few temples.

Modifié par Zwerkules, 25 mars 2011 - 09:47 .


#2
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 878 messages
Nice work!

#3
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
Sheesh, you would think I would know by now to have a drool towel ready before looking at any of your tilesets, Z. Looks awesome, I like the ivy growing on the walls. Nice touch.

#4
Hekatoncheires

Hekatoncheires
  • Members
  • 140 messages
I liked the additions to your nwn2 houses tileset, the one with the lovely buildings. It is super intensive, however, on system resources - even running around an 8x8 map in single player is laggy. I am really looking forward to this one, as from the screenie it appears similar, and I loved the roman insulae from your ancient tileset. Lovely work, man!

#5
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
The roman city tileset uses just as many polygons as the medieval city if not more and it uses more textures, but it still runs alot faster. I'm now pretty sure that the lag is caused soley by the night/day animations especially since the frame rate drops considerably at night when all the windows are lit.
It would suck to remove all the animations because they ad a lot of atmosphere to the tileset, but if it is too slow for most players otherwise, that's what I'll have to do.

#6
Hekatoncheires

Hekatoncheires
  • Members
  • 140 messages
Wasnt suggesting you did remove the anims, because Im sure theres ways to work around it - if you did, would be a good idea to leave a tileset up that has them.

#7
TSMDude

TSMDude
  • Members
  • 865 messages
Dont remove the animations. You based it, I think, off the Castle Set from 1.69(?) and if you do the same removing of the Shadows I think it will remove this lag.

#8
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
I was going to remove all the shadows anyway because trying to fix those was giving me headaches.
;)

#9
Dark Defiance

Dark Defiance
  • Members
  • 81 messages
NWN has shadows? Haha, I never have them enabled anyway. Great work Zwekules. I really like that castle gate/towers in the far back of the image.

#10
Bubba McThudd

Bubba McThudd
  • Members
  • 147 messages
Looks awesome. I can't wait to take a stroll through its streets.

#11
Wall3T

Wall3T
  • Members
  • 461 messages
wow...

you just made what ive been trying to replicate using standard nwn custm haks for a long time lol, if this gets out id have to redo all my villages again =)

#12
_six

_six
  • Members
  • 919 messages
Awesome! I'm tempted to nitpick and say that big TNO tower in the middle distance looks a bit off in scale compared to your own models, but frankly I think I'll be using your models in place of the TNO ones anyway by the looks of it.

#13
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
Six, you are right! For the building terrain I used one tower from the TNO tileset and it really looks off scale. I only have six corner tiles so far and that tower is one of them, so I'll make three more instead of two more and add that TNO tower to the features. If someone wants to use it, it will still be there, but it won't appear when placing the building terrain somewhere.

Here's another screenshot of the medieval city:
Image IPB

I now removed all the shadows and the frame rate that was at 30-40 during the day is now at 40-50 fps.
However the frame rate was at about 16 fps at night and it still is.
Even if I turn my graphics settings to the lowest setting the frame rate at night stays so very low.
So the night/day animations really must be the main cause for all this lag.

Modifié par Zwerkules, 27 mars 2011 - 02:55 .


#14
DM_Vecna

DM_Vecna
  • Members
  • 280 messages
Keep up the hard work. If you can get the frame rate up a bit in the night that would be amazing but I am really planning on using this tile set a lot.

Thank you thank you thank you!

#15
Eradrain

Eradrain
  • Members
  • 224 messages
That looks downright incredible. I'm following the progress of this release eagerly - can't wait to use it.

#16
_six

_six
  • Members
  • 919 messages
You could always leave them selfillum both day and night. It won't really show up in the daytime, after all.

#17
Calgacus

Calgacus
  • Members
  • 122 messages
looks great, please post a bunch more screens.

#18
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
realy looking good with all the little details. that alley shot is a bomb:)

#19
henesua

henesua
  • Members
  • 3 864 messages
Wow!

#20
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
Calgacus asked for more screenshots, so here are two more:

Image IPB

Image IPB

#21
NWN DM

NWN DM
  • Members
  • 1 126 messages
Very nice!

#22
Wall3T

Wall3T
  • Members
  • 461 messages
the more pics you give... the more im seeing Elder Scrolls: oblivion in this, is that where most of the inspiration came from?

#23
Guest_Chrysoli_*

Guest_Chrysoli_*
  • Guests
That's really looking nice!

#24
Eradrain

Eradrain
  • Members
  • 224 messages
I too am a big fan of the little details, and the alley screenshot (The ivy, the not-quite-geometric layout of some of the buildings). More like that, please!

If you don't have a dedicated alley-terrain made yet, let me take the opportunity to request it. NWN's streets are so unrealistically wide, usually.

#25
simomate

simomate
  • Members
  • 83 messages
Crap thats so much better then the default city. It actually looks medieval. The thing that has always annoyed me about the city tileset, is it didn't feel like it's time. Not to mention, this is far more detailed.