Aller au contenu

Photo

Medieval City


  • Veuillez vous connecter pour répondre
542 réponses à ce sujet

#251
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

s e n wrote...

It'd 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)!


I only made three tiles of the wall crosser near buildings so far. Maybe I shouldn't have already included those three and waited till I made all the tiles needed to make the wall crosser work near buildings. Not including those three I already made there are at least 20 more needed and that is without variations.
I'll first finish the alleys before I work on the wall crossers again.

The road crosser works as an universal crosser on all terrains. It is a path on grass and the bottom of chasms, a paved road on cobble (not finished), an alley on building terrain, wooden docks on water (not finished) and some kind of narrow path through the tree terrain, but the last one I might only implement for the rural tileset I'll make when the city tileset is finished.

#252
Leurnid

Leurnid
  • Members
  • 271 messages

Zwerkules wrote...
... and some kind of narrow path through the tree terrain, but the last one I might only implement for the rural tileset I'll make when the city tileset is finished.


I have been wishing for an 'interior' tileset that is tangled paths and chambers thru thick trees and brambles... but a narrow path terrain crosser might just do the trick too!  You are genie granting secret wishes left and right, Zwerkules!

Having the trails available on the city set would be handy for wooded parks in cities with trails leading in to clandestine locations, but I understand the tile count issues, so perhaps you could make a wooded 'trail entrance' that could transition to the rural set?

The alleys are great, but I found a possible walkmesh issue on one of the 'L" alleys. I was able to cross it easily in one direction, but returning the other way, the only way past was to wiggle along a wall. On the bright side, click to path navigation works to get past it, so only mouse and key drivers will experience any hang ups.

Modifié par Leurnid, 04 avril 2012 - 10:41 .


#253
_six

_six
  • Members
  • 919 messages

Leurnid wrote...

Zwerkules wrote...
... and some kind of narrow path through the tree terrain, but the last one I might only implement for the rural tileset I'll make when the city tileset is finished.


I have been wishing for an 'interior' tileset that is tangled paths and chambers thru thick trees and brambles... but a narrow path terrain crosser might just do the trick too!  You are genie granting secret wishes left and right, Zwerkules!

Not to hijack Zwerk's tileset thread but my ol' Wildlands tileset has something similar (linear 'walled' paths through gnarled trees) depending on what you're looking for, should you paint Road through the Woods terrain.


Though on a nostalgic note, Z, actually... do I or do I not remember rightly you wanting to include it in your first tileset? Quite glad I said no, since after what you've come out with since then it's worth seeing your own version :wizard:

Modifié par _six, 04 avril 2012 - 10:25 .


#254
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

_six wrote...

Though on a nostalgic note, Z, actually... do I or do I not remember rightly you wanting to include it in your first tileset? Quite glad I said no, since after what you've come out with since then it's worth seeing your own version :wizard:


What I had wanted to add to that other tileset combo (I'd rather forget about :P) were the hills from your tileset (especially those with bushes). But I'm also glad you said no, because that made me take the step from retexturing and combining tilesets to making my own tiles, even if at first the buildings were taken from NWN2. I had to start learning how to use gmax, and converting NWN2 buildings to tiles was a good start.
Estelindis helped me a lot with her advise then, so without you and Estelindis I might never have started to make my own tilesets. Thanks alot!

This community is great! I encourage everybody who wants to make custom content to try it. You'll always find help here.

Leurnid wrote...

I have been wishing for an 'interior' tileset that is tangled paths and
chambers thru thick trees and brambles... but a narrow path terrain
crosser might just do the trick too!


You should really check out Six's wildlands tileset.

Leurnid wrote...

The alleys are great, but I found a possible walkmesh issue on one of
the 'L" alleys. I was able to cross it easily in one direction, but
returning the other way, the only way past was to wiggle along a wall.
On the bright side, click to path navigation works to get past it, so
only mouse and key drivers will experience any hang ups.


I have two of the three variations of the L alleys in my demo module and they work. The one I didn't use was f01_01. I'll start looking for the walkmesh issue there.

Modifié par Zwerkules, 04 avril 2012 - 03:21 .


#255
_six

_six
  • Members
  • 919 messages

Zwerkules wrote...

Estelindis helped me a lot with her advise then, so without you and Estelindis I might never have started to make my own tilesets. Thanks alot!


It seems me and Estelindis make a solid yet unwitting bad cop / good cop team.

#256
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
I've made twelve doors for this tileset now and replaced all the occurrences of door 1411 in the .set file by generic doors except for those in tile groups. Having more than two doors that fit the tileset is a good thing. :)
It was a bit strange to see the same doors everywhere because only two of the TNO doors didn't look out of place.

I put the doors in an extra hak that will also have tileset specific placeables later. The hak is not needed to build with the Medieval City tileset, but without it, you'll have to place a gerneric door in the doorways of the houses that need a door with a round top and change its appearance to that of the door with the round top.
If you add the extra hak to your module you'll have more doors to choose from.

Modifié par Zwerkules, 06 avril 2012 - 03:16 .


#257
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Those alleys are a fantastic "feature" of this tileset! Good job! Besides those "little" things you mentioned, you want to have done, this tileset is in a great stage to use allready!

(With a very tiny voice:) I'd like to ask (again, - and I know this is hobby and you have other projects running) do you have an idea, when you will get to create roads up the hills and roads leading onto cobble (the way you did it with the bridge = gras/road->bridge is very nice!)?
(Again: I don't want to be offending or pushy - just asking.)

#258
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

TheOneBlackRider wrote...

Do you have an idea, when you will get to create roads up the hills and roads leading onto cobble (the way you did it with the bridge = gras/road->bridge is very nice!)?
(Again: I don't want to be offending or pushy - just asking.)


Roads leading up hills are no problem. I'll only have to make a couple of tiles for those. Also roads on grass that end near the cobble terrain are no problem, but roads that also continue on the cobble terrain will take a little longer to make because I'll make paved roads on cobble terrain and those will aslo have to cross rivers and lead into alleys and up to raised cobble terrain. Those I will only make at a later point, but all the missing road tiles on grass I can add in my next update.

#259
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages

Zwerkules wrote...

Roads leading up hills are no problem. I'll only have to make a couple of tiles for those. Also roads on grass that end near the cobble terrain are no problem, but roads that also continue on the cobble terrain will take a little longer to make because I'll make paved roads on cobble terrain and those will aslo have to cross rivers and lead into alleys and up to raised cobble terrain. Those I will only make at a later point, but all the missing road tiles on grass I can add in my next update.


Great news (IMHO)! Nice to hear, that some of it is not a big thing for you (eg. the hills).

And now I see, that you are thinking in different dimensions. When I was thinking of a connection between grass and cobble, it was a very basic one, not thinking of roads completely continuing on cobble, alleys etc (for a start). To make it smooth, something like this would be a good thing (I think):

Posted Image
Maybe this would be something like your "end near the cobble terrain"-thought.

Something I often miss is a grass road leading through a gate (onto cobble):
Posted Image
Here I took your Grass Towergate 2x3 and "painted" my idea. As you can see, a problem seems to be, that it doesn't line up with the layout of the grass road. (BTW: I do have problems to connect walls to the Grass Towergate... well, maybe I just didn't find the right way, yet...).

So, if the first pic-idea is easy to accomplish, it would be a good enhancing thing (IMO). If the second idea is makeabel, that would be really great.

Thanks for listening.
:)

Modifié par TheOneBlackRider, 06 avril 2012 - 09:27 .


#260
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

TheOneBlackRider wrote...
Here I took your Grass Towergate 2x3 and "painted" my idea. As you can see, a problem seems to be, that it doesn't line up with the layout of the grass road. (BTW: I do have problems to connect walls to the Grass Towergate... well, maybe I just didn't find the right way, yet...).

So, if the first pic-idea is easy to accomplish, it would be a good enhancing thing (IMO). If the second idea is makeabel, that would be really great.


What you have shown in your screenshots are the things that are easy to make. As for city walls joining with the towergate group, they don't because the towergate is made for thick walls made by raising cobble terrain. It is too big for the medieval city walls, but I had already planned to make a smaller version of it for the city walls. There are also still a number of draw bridges I have to build. Actually there are quite a lot of gates, stairs and ramps that I've planned to make.

#261
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Good to hear, that it's not that timeconsuming to make (and, of course, I hope to find them one day ;) ).
Thanks for the info on the towergate. I had the feel, that i was on the wrong track.

Anyways: Happy easter! ;)

#262
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

TheOneBlackRider wrote...

Good to hear, that it's not that timeconsuming to make (and, of course, I hope to find them one day ;) ).
Thanks for the info on the towergate. I had the feel, that i was on the wrong track.

Anyways: Happy easter! ;)


Happy Easter to you, too!

I got a bit side-tracked when you mentioned the towergate and the city walls.
Now I am building drawbridges and bigger city wall gates while I should work on the alleys to get them finished.:P


Posted Image

The horse statues are placeables I made for this tileset. You can put other statues there, or none at all.

Modifié par Zwerkules, 09 avril 2012 - 01:50 .


#263
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
LOL! I definitly suffer from the same distractions and always have TO MANY kettles boiling!

That drawbridge looks so awesome! I think, I should visit you and take some lessons! (And then, I would have even more kettles on the fire... so I better not! :) ... And I heard, that there was something called RL, too...

Anyways, I definitly will try to convince my project-people to add your tileset, when you're kind of done with it. Keep on that fantastic work!

P.S. And don't forget to mak e nice grass road connection to that drawbridge. ;)

Modifié par TheOneBlackRider, 09 avril 2012 - 08:26 .


#264
_six

_six
  • Members
  • 919 messages
Beast.

#265
Frith5

Frith5
  • Members
  • 381 messages
Word.

ps How will you do the drawbridge walkmesh? I always thought an invisible walkable bridge at the right height. Then, invisible blocking could be spawned when the bridge is up, despawned when it's down.
Very nice looking stuff.

#266
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

Frith5 wrote...

Word.

ps How will you do the drawbridge walkmesh? I always thought an invisible walkable bridge at the right height. Then, invisible blocking could be spawned when the bridge is up, despawned when it's down.
Very nice looking stuff.


Just like you said. The walkmesh makes it possible to cross the water only when the bridge is open, because when it is closed the door walkmesh blocks that part of the walkmesh. There is a little problem with that if you close the drawbridge and while it is closing walk a little towards the water. You can then get stuck there floating over the water until you open the drawbridge again. The door walkmesh for a closed door is only working when the door is closed, not while it is closing.

The whole walkmesh didn't work at all at first until I figured out that DWK always has to be capitalized. I don't like that. I prefer lower case names for meshes and dummies and it works for everything except for DWK, it seems.

#267
Von Stalhein

Von Stalhein
  • Members
  • 26 messages
Hi!

Just popping into this thread to say that this tileset is absolutely fantastic. I use it in both of my weekly DMed campaigns (the kind where the DM builds all the levels week-by-week and runs entirely unscripted) and it really makes the game. Always look forward to your next update, Zwerkules!

Thanks to you (and all the other fantastic CC creators around here!) for keeping NWN alive for us!

Cheers,

VS

#268
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
I'm glad to hear that this tileset got used. There are a number of people who said they are going to use it, but you are the first who has made modules with it which got played. The others are still working on their modules or decided against using my tileset. There are a lot of people who think that the CEP is the greatest thing since bread came sliced and use nothing but the tilesets in CEP. The same stuff over and over again.
From my point of view that's their loss, but there's no accounting for taste.

#269
Leurnid

Leurnid
  • Members
  • 271 messages
Rest assured, it is getting used, even if it's mostly 'sandbox' design right now.

'Dynamic' games like Von Stalhein's are perfect for early implementation because they can be turned on overnight and easily adapt as new tileset versions are released but, anybody building a larger module or PW is doomed to wait until you finish loading in all the candy before they release their module, especially if they are thinking of adding any extra tiles for their specific needs.

#270
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 880 messages
I'm sure I'll find a use for it, Zwerkules.

#271
Kalindor

Kalindor
  • Members
  • 27 messages
I am definitely going to be including this tileset in a mod I'm making for my friends! Since development is proceeding so rapidly, though, I was going to wait a little while to avoid potential future backwards-incompatibilities.

#272
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<chiming in...>

I am using it privately. But building an empty (but pretty) map isn't going to be enough for me to release. Not for a while. With the exception of Castle White (which I am working Cestus up to doing), the bulk of my capitol city will all be Z's Medieval.

I do not use CEP at all, except as needed when I sample someone else's mod that requires it. OTOH, I will be doing my damnedest to give each major city it's own unique flavor. But there's enough stuff out there to do that... and we're adding more all the time.

I love this place :-)

<...with a ringing endorsement>

#273
lordofworms

lordofworms
  • Members
  • 252 messages
same here Zwerk, I am about 2 weeks or less from officially implementing it in my own PW...and that right there says alot since aside from Maxam's dungeons and an add in from Sen you will be the first non-worm tileset in my PW, currently I use it for a new city on the island of Coss. Since the update that fixed the lighting issue I started using it, and only kept myself from pushing it out live when you said you were implementing Alleys, since I wanted them and figured I would just wait till I can start building with them (which I have, thank you!!)...
I can post a PM to you when its live if you like, and you can come visit the PW or else I can send you some screenies of the areas if that kind of thing makes you happy (I know it always made me joyful to see my work in others gameworlds)

#274
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
Hello Lord of Worms!
I've only tried a PW long ago and I don't remember the name. I was very disappointed by it because killing hundreds of rats to get to level 2 isn't my cup of tea.:sick:
I know even back then there probably were better PWs, but I never tried PWs again. Mostly because I didn't have the time though. :P

I have seen screenies of your PW and already thought about giving it a try some day, but still didn't have the time.
I'll give it a try if you PM me when you finished that city and maybe even play more often if there's not too much hack and slay and there are quests that are different from the old 'Fetch me 20 livers of rabid wolves' type. I really got to play NWN more. Apart from starting it to test custom content I hardly ever run the game any more.

Modifié par Zwerkules, 11 avril 2012 - 08:05 .


#275
Cestus Dei

Cestus Dei
  • Members
  • 86 messages
Aye, an' let me know when yer doin' it... if I kin be there, I will.

Might be handy havin' a healer around who knows how ta fight.

(ooc: think I'm around 10th on Arbor falls...)