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#226
Vibrant Penumbra

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hrmph. <_<

BF "updated drivers" and twiddled with some doohickeys or thingamajigs.

Didn't matter :crying:

Seems I get that violation with any mod now.
Doesn't seem to affect working on it or saving it, though.
But it's not your tileset, so I'll take that ugly pic up there off your pretty thread.

Think I'll just be quiet now... :unsure:

Modifié par Vibrant Penumbra, 14 mars 2012 - 05:53 .


#227
OldTimeRadio

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If you search the Omnibus a couple of people have reported the 007cd421 on module load when using the toolset.  Might be a good place to start.

#228
Zwerkules

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Vibrant Penumbra wrote...
Seems I get that violation with any mod now.
Doesn't seem to affect working on it or saving it, though.
But it's not your tileset, so I'll take that ugly pic up there off your pretty thread.


I'm sorry to hear that. I hope you can solve the problem.

If you're curious, this is what the alleys I've finished so far look like. They're really narrow. Maybe huge creatures will get stuck. :P

Posted Image

BTW did you try to run the toolset in one of the compatibility modes? Maybe it will help.

Modifié par Zwerkules, 14 mars 2012 - 09:58 .


#229
Calvinthesneak

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Vibrant Penumbra wrote...

hrmph. <_<

BF "updated drivers" and twiddled with some doohickeys or thingamajigs.

Didn't matter :crying:

Seems I get that violation with any mod now.
Doesn't seem to affect working on it or saving it, though.
But it's not your tileset, so I'll take that ugly pic up there off your pretty thread.

Think I'll just be quiet now... :unsure:



Nvidia cards *should* be fairly stable, though don't know about the mobile versions.  I usually get access violation errors when I've removed resources a particular module needed.  IE 2das reference rows that have been removed, or I removed models or something from a hak.  I've generated access violations in all sorts of places though.  Out of curiousity are you using the nwnTX toolset compiler by virusman?

#230
Vibrant Penumbra

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 Hiya CtSneakyGuy

Sometimes I use NwNtx, sometimes I dont. Depends what I'm doing on which computer.

The BF tracked it down to a corrupted Bif in Data. :P
I swear I never touched him! :whistle:

And who names a file "Bif", anyway? Sheesh! :P

#231
cervantes35

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Most excellent stuff every time Zwerk, how do you do it?  I'm guessing magic. :wizard:

Modifié par cervantes35, 16 mars 2012 - 01:11 .


#232
Mecheon

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Zwerkules wrote...
Mecheon, those rock bridge tiles will also be in the next update.

Swank!

I have to go update over at some point, but I'm sure people will find some pretty nifty ways to use these. Its always been a plan of mine to use that to create the illusion you can go above and below something

#233
s e n

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me likes :P

#234
Karvon

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Indeed! Alley's are a must for any city I build these days. I'm eagerly awaiting the release with their inclusion.

Karvon

#235
s e n

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you know those floor windows are missing iron grates

#236
Zwerkules

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Iron grates are a good idea, but I don't want to raise the poly-count even more. When I make placeables for this tileset, I'll make those iron grates as placeables. There'll be a number of building decorations anyway.

#237
Vibrant Penumbra

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Zwerkules wrote...
If you're curious, this is what the alleys I've finished so far look like. They're really narrow. Maybe huge creatures will get stuck. :P

< snip >

Oh! Z! That's gorgeous:o

Just what I want (after a little decorating). :)

Thank you!

Ok, back to plucking stupid feathers... <_<

#238
Kalindor

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 Some constructive criticism: The alleys are really neat but the seam between the walls and the ground is quite obvious to me. Perhaps some dirt on the walls or rocks around the base of the wall would blend them together. It can be done with placeables if it would require too much effort, of course.

Modifié par Kalindor, 18 mars 2012 - 06:05 .


#239
NWN_baba yaga

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beautiful work zwerkules. Those alleys realy improves the feeling of a medieval town. Keep up your detailed nwn art:)

#240
Vivienne L

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So beautiful!

#241
Zwerkules

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The alleys are really narrow:

Posted Image

The alleys can be used now. I have finished at least one of each tile that is needed, but I have to make more variations for some tiles, so they won't be finished this week.

#242
Zwerkules

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I uploaded an update to the vault today.

I have finished at least two variations of each tile that is needed to make alleys work on 'flat' terrain and raised terrain. They don't work on tiles with raised terrain that have buildings in all four corners yet or near water. Those tiles will be in the next update along with more variations for some of the alley tiles.

There's a major change I plan for this tileset if it won't destroy doors in already existing areas.
The engine can only erase or place a certain number of doors at a time which is bad enough, but now I found out that if you cycle through all possible variations of one tile by holding the shift key and right clicking on it, no doors get erased or placed at all. This leaves even more doors in the wrong places, sometimes deep within buildings so you can't even see and remove them. :sick:
So what I plan to do is replace all instances of door 1411 which is the door with the round top with door 0 which is a generic door - and add a few generic doors with round tops. I will leave the door model and the entry 1411 in doortypes.2da so hopefully already existing doors will not disappear.

I will test this and only make this change if it doesn't destroy areas people have already built with this tileset.

If it works it will have several advantages:
There'll be very few custom doors left in the alleys and the building terrain, so you won't get dozens of doors in the wrong places.
Placing or using raise/lower on building terrain will be faster.
You'll have more than one door with a round top that you can use. and while I have to add generic doors anyway, I'll will also make some standard sized generic doors that will fit the tileset. All the old Bioware doors have textures that really clash with the textures of this tileset, which only leaves a couple of the TNO doors to work with atm.

I'll try to make the doors compatible with CEP, CTP and Six's doors, so I'll use the genericdoors.2da from the CEP which seems to already be compatible with CTP. I don't know if merging of genericdoors.2da is done automatically if there are doors in one file that aren't in the other, so I'll copy entries for Six's generic doors to that file and than add entries for my own.
Six uses lines 26 to 30 and project Q also uses 147 to 150. I was thinking about adding my first door at 50 and probably make about ten generic doors.
I hope using lines 50 to 60 doesn't interfere with other haks. I don't have any that use those lines.

Modifié par Zwerkules, 01 avril 2012 - 09:19 .


#243
henesua

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No problem for me, I've kept 50-60 open.

And I appreciate this change, that door issue was bothering me. Now no longer.

#244
s e n

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good idea

#245
Leurnid

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When I build with this set, I get everything the way I want it, delete all the doors, and drop generics in to all the empty slots. Tileset Specific Door-frames automatically convert those generics to the Tileset Door assigned to the spot. This also allows me to cut down on placed door count in 'set dressing' areas that are partially visible (for dramatic effect) but inaccessable.

Would it be possible to simple not place doors while painting the 'Building' terrain, and leave the tileset specific door designations in place so when a generic is placed in those frames, it converts to the tile specified door's blueprint?

This would solve all the problems and eliminate the need to produce a set of doors (not that I am opposed to having some more doors that match these beautiful tiles).

Modifié par Leurnid, 01 avril 2012 - 10:42 .


#246
Zwerkules

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Leurnid wrote...

When I build with this set, I get everything the way I want it, delete all the doors, and drop generics in to all the empty slots.


That's what I do, too, because that way I'm sure I removed all the doors that are in the wrong place.

Leurnid wrote...

Would it be possible to simple not place doors while painting the 'Building' terrain, and leave the tileset specific door designations in place so when a generic is placed in those frames, it converts to the tile specified door's blueprint?


The placing of the tileset specific doors is automatic and can not be turned off.
That's why I want to replace the tileset specific doors with the round top which are the great majority of all doors by generic doors. Those are only placed by the builder.

#247
Zwerkules

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I just changed all the tileset specific doors number 1411 to generic doors for all alley tiles and went through some areas I had made before. No doors disappeared and area transtions etc are still intact, so I will go ahead and replace all the doors number 1411 in terrain tiles with generic doors. I will leave them in groups because they don't cause any problems in groups anyway.

#248
s e n

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hey zw i cant play with alleys cuz there is no alley crosser in the palette.... another thing: itd be cool if you add a tile variation for the wall battlement crosser along the buildings that doesnt stop at buildings but runs through them, same with a full building tile (no variation at all atm i think)!

c b
w w
c b

and

b  b
w  w
b  b

Modifié par s e n, 03 avril 2012 - 09:57 .


#249
s e n

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another thing: i see smoke emitters pierce through fog: probably by switching their model from texture to chunk should solve the issue

#250
Kendaric Varkellen

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s e n wrote...

hey zw i cant play with alleys cuz there is no alley crosser in the palette.... another thing: itd be cool if you add a tile variation for the wall battlement crosser along the buildings that doesnt stop at buildings but runs through them, same with a full building tile (no variation at all atm i think)!


Using the road crosser on building terrain will create the alleys, Sen.