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Medieval City


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#276
Greyfort

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I have found some errors in your tileset:

area 12 has covered walkways you can not go between walkways that go over gate house double doors. not sure if you want that open or want us to use doors.

also the narrow cliff like paths you cant go under them in below areas that look like ground, and look like you can walk there.

I haven't checked more, so far great job Keep up the good work.

#277
henesua

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Zwerk, building a playable module takes a lot of time. I am sorry that I have talked about using this tileset, but not got it in game yet. I'd love to but I am a very slow and detail oriented builder.

Your work deserves a skilled builder to do it justice. Nothing I have done looks quite right yet. Still plugging away to get the city of Arnheim right.

#278
Leurnid

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Greyfort wrote...

I have found some errors in your tileset:

area 12 has covered walkways you can not go between walkways that go over gate house double doors. not sure if you want that open or want us to use doors.

also the narrow cliff like paths you cant go under them in below areas that look like ground, and look like you can walk there.

I haven't checked more, so far great job Keep up the good work.


Those aren't really errors. Those areas are unwalkable because the bridge above *is* walkable, and the way walkmeshes in NWN work, you cannot have walkable bridges you can also walk under. 

As a mod designer, when you find a space like that in a tileset, you need to clutter up the space with some rubble or bushes. If you need people to cross that space, including an on use that throws a 'you scramble over the rubble' or 'you press your way through a gap in the brush' type message and deposits players on the far side.

#279
TheOneBlackRider

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I'd like to use the chance to post another wish for this tileset:
A 2nd road set with cobble texture in addition the dirt set! It's something, not many tilesets have. I've been tinkering with your set a bit:

This one uses your bridgetop texture (used as a road texture, it lookes a bit too meshed IMO):
Posted Image

I like this one even better. It uses your cobblestone texture:
Posted Image
Maybe it would need a bit fading towards grass (like in the NWN Caste Ext. Rual set).

Copying the according models and replacing a texture is done pretty quickly, but then, I don't know, how much work the rest would be (creating the texture, adding the 2nd roadcrosser, edgefile, ...).
Again, just one of my wishes... :D

---

I remembered something and maybe this is something to keep in mind, when trying to add your tileset to other ones (beside NWN):

Quote sen+Zwerkules:
"s e n
you know those floor windows are missing iron grates
Zwerkules
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."

If you create a placeable hak, which will be needed to "just" finish up the tiles (here: iron grates), Other builders would have to merge their placeabel entries with yours (eg. yours+CEP or whatever). This might lead to fewer builders using your set. Maybe it is a good idea to keep essentials (like those grates) as part of the set and not as placeables.
Just a thought..:whistle:

Modifié par TheOneBlackRider, 12 avril 2012 - 12:09 .


#280
Leurnid

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I am a fan of less clutter, and no iron bars or grates on windows. Not every medieval town is a crime ridden nest of rogues and roustabouts eager to smash a window and make off with your silver and/or virtue.

Either way, having to either do with or without the grates is not going to be a deal breaker for anybody, with or without the requirement of cobbling placeables, especially because somebody, if not Zwerkules, will certainly make a CEP friendly version in the short run, and I doubt CEP will fail to assimilate the placeables that compliment this outstanding tileset. Resistance is Futile.

#281
Zwerkules

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Leurnid wrote...

I am a fan of less clutter, and no iron bars or grates on windows. Not every medieval town is a crime ridden nest of rogues and roustabouts eager to smash a window and make off with your silver and/or virtue.

Either way, having to either do with or without the grates is not going to be a deal breaker for anybody, with or without the requirement of cobbling placeables, especially because somebody, if not Zwerkules, will certainly make a CEP friendly version in the short run, and I doubt CEP will fail to assimilate the placeables that compliment this outstanding tileset. Resistance is Futile.


I've already made a number of placeables and I am not going to make them CEP compatible. I've looked at the CCC, CEP and project Q and they all use the same lines in placeables.2da. There are only about 30 of the original USER reserved entries left because Bioware themselves used lots of those lines for their first expansion instead of adding lines after those.
I can only keep this compatible with one project and I decided to try to keep it compatible with project Q. Those 30 lines left aren't enough, so I'll talk to someone from project Q to see if I can reserve more lines for my placeables.

If builders want it to be compatible with CEP instead of project Q or with both of them, they'll have to combine those 2da-files themselves and place them in a top hak. I'd rather spend time making placeables than moving around hundreds of 2da lines.

#282
Zwerkules

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TheOneBlackRider wrote...

Copying the according models and replacing a texture is done pretty quickly, but then, I don't know, how much work the rest would be (creating the texture, adding the 2nd roadcrosser, edgefile, ...).
Again, just one of my wishes... :D


Once the missing tiles for roads leading up hills and so on are done, using those road tiles to make a new type of road by simply making a couple of new textures, replacing the road with a new one and adding a few rocks, trees and such can be done in a short time.
But the tile count for this set is already over 1000 and the wall crosser and the alleys aren't finished yet and I haven't even started work on the docks, the viaducts and the castle terrain.
If I just make that new road work on grass I can keep the number of extra tiles low, but don't hope for more than that - that would have to go into a seperate rural tileset which will also have beaches, mountains, villages and homes for halflings and elves.
After all this is a city tileset and the grass, cliff and tree tiles are only there to have some nature near your city and not just flat cobbled tiles.

TheOneBlackRider wrote...

If you create a placeable hak, which will be needed to "just" finish up the tiles (here: iron grates), Other builders would have to merge their placeabel entries with yours (eg. yours+CEP or whatever). This might lead to fewer builders using your set. Maybe it is a good idea to keep essentials (like those grates) as part of the set and not as placeables.


I don't consider those grates an essential part of the tileset. They are only building adornments like many others I will add to the placeable hak. The tileset can be used without the placeables hak, which will NOT be compatible with CEP. I'm not going to try to keep my placeable hak compatible with that placeable.2da. If there'd been a 2da file that combined CEP and project Q and had left enough lines reserved for other user, I'd have used that, but it doesn't exist.

Builders can use the tileset without the doors and placeables hak (and the doors should be compatible with both CEP and project Q anyway). If they don't want to combine my placables.2da with the CEP placeables.2da, they can use placeables from CEP instead of mine. This doesn't mean that this tileset can't be used together with other community content.
There was no problem at all keeping the tileset compatible with other tilesets, or keeping the doors compatible with other door haks of other projects, but for the placeables it seems everybody has used the same lines.

I'd rather spend time making more placeables instead of combining haks.

Modifié par Zwerkules, 13 avril 2012 - 11:15 .


#283
TheOneBlackRider

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Zwerkules wrote...

If I just make that new road work on grass I can keep the number of extra tiles low, but don't hope for more than that - that would have to go into a seperate rural tileset which will also have beaches, mountains, villages and homes for halflings and elves.
After all this is a city tileset and the grass, cliff and tree tiles are only there to have some nature near your city and not just flat cobbled tiles.


Looking forward to that rual set! But maybe it's worth a thought to don't do dirt roads on gras, but cobble instead, because they are roads near a city? (Just came to my mind as an alternative.)
As written before: Whatever you will end up with: It's good (already!)


Zwerkules wrote...

I'd rather spend time making more placeables instead of combining haks.


Sure thing. It's a question of design thus your choice (and not really a problem for me).

It just came to my mind and I thought I mention it, before it gets lost.

#284
Von Stalhein

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I'd say you have the right idea, Zwerkules, with regard to placeables. Also, with regard to the 2da issue, it seems to me that it shouldn't be the creator's task to make it compatible with this, that or the other, because it's so simple to combine 2da files. I've found that you can simply copy-paste lines from different sources together in notepad: I didn't even need to update/correct the numbering. (This is how I merged CEP2.4 and Project Q for my weekly campaign - it all works perfectly.) I'd far rather see your energy invested in the actual stuff, rather than "out-of-box" compatibility!

Ditto on the interest in a rural set in the future! But frankly, I'd love to see you do whatever you're inspired to do - whatever you'd enjoy doing most. Your work is really grand stuff, and the new lick of paint it gives to NWN is a godsend for those who still find the game the go-to piece of software for what we do.

Modifié par Von Stalhein, 12 avril 2012 - 06:59 .


#285
Fester Pot

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The buildings are great! Love them but they all have doors.

I've cycled through painting Terrain - Buildings to just using the Terrain - Eraser but no matter the tile that appears, so does a door. In the default NWN City tileset, cycling this way offered ways to cycle through Terrain - Buildings and have buildings with or without doors.

This allows for building a city with doors that go places, rather than having doors on every building.

tcm01_c04_05 looks great and would be a good corner to a building next to tcm01_c02_02, without the door on tcm01_c04_05, as an example.

As a current design, the following are next to each other from the Terrain - Building that I've been working on.

"tcm01_02_01" next to "tcm01_c02_02" next to "tcm01_c04_05".

But all of them have doors. So my suggestion is to have some variations one can cycle through and place Terrain - Buildings without doors and continue to cycle to one that has a door when you need one.

Thanks for reading.

FP!

#286
Leurnid

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I agree with Fester, that a few more 'no doorway' tiles would be useful for mod design, particularly the alleys. The large barn doors in the alleys seem particularly out of place. You couldn't get anything large enough to warrant that door down such a narrow alley. I was anticipating removing those doors and stacking a few crates and barrels in the space, and calling it a day though.

I was toying with the idea of placeable door sized walls that would match or compliment the various wall styles, concealing undesirable doorways without adding to the tileset count. It's not an elegant solution, but it has the charm of making *every* tile potentially doorless. For many of the tiles, simply leaving the doors off and having the alcove revealed behind the door is acceptable too.

#287
Zwerkules

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I can make variations without doors for those houses that have the doors with the round top.

For the ones that have the standard doors (3m high and 2m wide) I wanted to make special 'doors' which will actually be windows with shutters. If you open or close them, the shutters will open or close. Below the windows will be a piece of wall matching the wall texture of the house.
The walkmeshes for those doors will always block access to the house even if the window is open, because you would have to climb in through the window to get into the house.
You can however use door transitions with those 'window-doors'. That way you could allow anybody to enter a house through such a window, or have some scripts check if they are too clumsy to get in or if they are rogues, etc.

I hope that will help. I don't want to make doorless versions of every house I have made. The tile count would rise by about 250. For me the worst about that is that even if I'd only spend 10 minutes on every one of those tiles, it would take more than 40 hours to make doorless versions for all of them.

Modifié par Zwerkules, 13 avril 2012 - 09:47 .


#288
Von Stalhein

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The "door-windows" sound brilliant! Very neat solution indeed.

If it would make your workload lighter/more interesting, perhaps a similar placeable-based solution would work for the round-top doors? Some kind of stone-work placeable to be put on-top/in-front of the round-doors, to hide the archway and just make it look like an extended wall or somesuch? I'm no CC-maker though, so this may be a dumb idea!

#289
Leurnid

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Zwerkules wrote...
...
For the ones that have the standard doors (3m high and 2m wide) I wanted to make special 'doors' which will actually be windows with shutters. If you open or close them, the shutters will open or close. Below the windows will be a piece of wall matching the wall texture of the house.
The walkmeshes for those doors will always block access to the house even if the window is open, because you would have to climb in through the window to get into the house.
You can however use door transitions with those 'window-doors'. That way you could allow anybody to enter a house through such a window, or have some scripts check if they are too clumsy to get in or if they are rogues, etc.


That is even better than clunky ol' placeable walls! You sir, are a genius.

#290
simomate2

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I absolutely love this tileset (seriously one of the best custom content I've seen for Neverwinter Nights) I always disliked the bioware city tileset, and I have been searching for a good city tileset to replace it for a long time. This is the perfect candidate!

#291
Zwerkules

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I have made two different kind of windows with shutters which both have 4 different kinds of walls below them to blend in with all four wall textures used in this tileset.

Posted Image

Unlike doors they don't fade away, so there won't be any 'holes' in the building if you move away from the windows.
They should look as if they were parts of the buildings all along and I think it worked.

Since doors have two different opening animations and those shutters can only be opened outward not inward, I used the second animation for opening them outward as well, but further than shown in this screenshot.

At the moment the window panes have no self illumination. I might add that later. What do you think?

Modifié par Zwerkules, 15 avril 2012 - 07:38 .


#292
_six

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Show us with area lighting turned on, wink wink.

#293
Kalindor

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Window illumination would indeed give a nice impression of an inhabited city if the effort involved isn't titanic.

#294
henesua

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Zwerkules, those are gorgeous.

#295
Leurnid

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Excellent dummy door!

Out of curiosity, are there any plans to include a few things like a 2x3 Barracks, 2x3 Warehouse, and a few temples (preferably some Romanesque or Gothic Cathedral-ish temples)?

Modifié par Leurnid, 16 avril 2012 - 11:47 .


#296
Zwerkules

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Leurnid wrote...

Excellent dummy door!

Out of curiosity, are there any plans to include a few things like a 2x3 Barracks, 2x3 Warehouse, and a few temples (preferably some Romanesque or Gothic Cathedral-ish temples)?


There are already two romanesque temples in this tileset. There will be an elven and a dwarven one, as well as a human temple that will look a bit like a cathedral.
There will be one barracks group which could be 2x3 or 2x2 in size. The warehouses will only be 1x2 and 2x2.
There will also be three different guild houses which will be 2x2 groups, a public bath 1x2, a townhall 2x2 and several 2x2 and 1x1 plazas/gardens.
There are already two large inn groups. The other two I will make will be 1x2 and 2x2.
Shops will only be features for the building terrain and will be pretty generic because the shops signs and wares will be placeables. That way the bakery in one city can be a different building from one in  another city.

#297
Zwerkules

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Hunting bugs!

I am still looking for some bugs people reported which I haven't found so far.

Hekatoncheires wrote: The new harbor crane tower is wonderful, but I've found that it causes massive lag on a map its placed on.


Did anybody else notice this? I can't say that this happens for me, too. And if that group is causing lag, I can see no reason why. Neither does it have a high poly-count, nor does it use any emitters or animations.

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 checked the L-shaped alleys and found nothing. Did you perhaps mean the ones that have L pathnodes? Can you possibly tell me the file name of the tile?

Modifié par Zwerkules, 16 avril 2012 - 02:48 .


#298
Leurnid

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Zwerkules wrote...

Hunting bugs!

I am still looking for some bugs people reported which I haven't found so far.

Hekatoncheires wrote: The new harbor crane tower is wonderful, but I've found that it causes massive lag on a map its placed on.

Did anybody else notice this? I can't say that this happens for me, too. And if that group is causing lag, I can see no reason why. Neither does it have a high poly-count, nor does it use any emitters or animations.


I made an area specifically to check for said bug... I did not have any issues. It might be a combination of something on the model that is conflicting with their graphics card.

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 checked the L-shaped alleys and found nothing. Did you perhaps mean the ones that have L pathnodes? Can you possibly tell me the file name of the tile?


The models are:
tcm01_f05_05.mdl
tcm01_f05_06.mdl

One of those, possibly both, have the walkmesh issue.

#299
Leurnid

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Zwerkules wrote...
...
There are already two romanesque temples in this tileset. There will be an elven and a dwarven one, as well as a human temple that will look a bit like a cathedral.
...


Point of clarification, when I said Romanesque, I meant the architectural style that was similar to Gothic, like these examples. and not Roman Style.  Everybody seems to prefers Gothic, but the thicker mass and simpler lines of Romanesque is probablly more fitting, and as a bonus, easier to model.

#300
Zwerkules

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Do a picture search for Tintern Abbey. That looks pretty Gothic and that's probably what the human temple will look like.

Thank you for the filenames of the tiles with walkmesh problems. I have fixed those and the fixed files will be in the next update

I will now make a couple of doorless variations of several building tiles.

Unfortunately the size of the compressed hak will exceed the vaults limit of 25 MB with the next update.:(

Modifié par Zwerkules, 18 avril 2012 - 02:56 .