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Medieval City


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#301
Leurnid

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Zwerkules wrote...

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.:(


It's unfortunate, but expected. Luckily, spanning archives is easy. It's more of a burden on the ignorant trying to open one for the first time, than anything ^_^.

Tintern Abbey is definately gothic. Props to you for wanting to do the work! I like Gothic, but have always had a soft spot for the 'weight' of Romanesque. I just wish I could do more to help than cheering.

You make me want to install Max again and get modelling, but I promised myself I would finally wrap my head around scripting before I got involved in a modelling project.:crying:

ADDENDUM:

The doors look great, There are no blueprints, which is easily fixed by a competent builder (I flatter myself), but what is troubling is that while toggling through models to create blueprints, I found there are 5 or 6 blank lines at the top of the list, and what *seems to be* hundreds of 'sewer gate' entries, some of which point to tileset doors, but most of which kick an error because there is no model associated. I examined the genericdoors.2da you included, and found it is a CEP / CTP generic door file with padding and your doors at the end.
I don't know if there is an action item here or not, but I wanted to let you know that the doors are behaving quirkily for those not using your setup. An overwrite genericdoor.2da should fix it though.

I also appreciate the placeables you included. I saw them in the NWNexplorer, and am looking forward to seeing them in the set. I am going to be including those in my placeables.2da overwrite. I would like to block out lines for your future placeables to keep things tidy, would 500 lines be sufficient to capture your current and future placeables?

Modifié par Leurnid, 19 avril 2012 - 04:33 .


#302
Leurnid

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Would it be possible to make the 'Window' doors no-walk, even when open? Being able to walk thru the wall when the window is open breaks the illusion you have created.

#303
Zwerkules

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No problem. I'll fix that tomorrow.

#304
Zwerkules

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Leurnid wrote...

I also appreciate the placeables you included. I saw them in the NWNexplorer, and am looking forward to seeing them in the set. I am going to be including those in my placeables.2da overwrite. I would like to block out lines for your future placeables to keep things tidy, would 500 lines be sufficient to capture your current and future placeables?


I wanted those placeables to be compatible with project Q. I'll ask someone from project Q if I can reserve some lines after the last lines they used.

#305
Fester Pot

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


Put it up on NWN Nexus if you still want folks to download your updates quickly while you're working on the tileset. There is no 25MB limit there.

Saves you from having to use the Vault's FTP site, then wait for the file to go live some days later.

http://neverwinter.nexusmods.com/

FP!

Modifié par Fester Pot, 20 avril 2012 - 09:59 .


#306
ShadowM

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You could upload it here, make a project. It give you about 20 gb space and you can have a file as big as 95 mb just make sure to go back into it and click modify and change it to anyone can download it. Just some more options.

#307
Rolo Kipp

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<holding out his bowl...>

If you need help using the ftp upload for the Vault, let me know (there is no size limit on that).
You can always email me, too. For some things I'm quite willing to do a little extra finagling :-)

<...for just a little bit more>

#308
Leurnid

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Is there a plan to have any building terrain on the waters edge that blocks egress, and/or runs out on piers?

#309
Zwerkules

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Leurnid wrote...

Is there a plan to have any building terrain on the waters edge that blocks egress, and/or runs out on piers?


Not really. :whistle:

Edit:
The castle terrain is the last terrain type I will add to the tileset.
I could have made the building terrain next to water terrain differnt from what I did and put the water right next to the buildings so that access to the buildings would be impossible, but I didn't want that.
If I add buildings now that will end right at the edge of the water, they will appear together with those houses with a sidewalk between the building and the water - and they will block access to those tiles when some builders would want them to be accessible.
So builders would always have to go through the available variations of the tiles to either get only accessible building tiles near water or unaccessible ones.
I don't want to make a different building or water terrain and the docks/piers will be crossers.
The only thing I could do is to use the stream crosser between building and water terrain to make the water end right next to the buildings. That however is very low on my to do list, as is the possibility of making streams run through building terrain. That is one thing I planned on adding, but only after I did a lot of other work on this tileset.

Modifié par Zwerkules, 24 avril 2012 - 03:48 .


#310
Leurnid

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I have an entire module full of partially built areas with the Medieval City tileset right now, waiting for more of the tileset to drop before I move past set-building and get into the set-dressing and placing the actors and so forth, and am always very happy with whatever you chose to do. If you do or don't include a particular thing I was hoping for won't affect my pleasure with this tileset. All that changes is how I build a few things.


With that said, I was looking at some old photos and got inspired to bang out a quick little area to test an idea, and was so pleased with it, I posted it as a prefab on the Vault. It's going to be a few days before it clears the submission process, but the URL should be http://nwvault.ign.c...Detail&id=1217

#311
Rolo Kipp

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 <staring at the ceiling...>

Approved. Just sayin'. ;-)

<...and whistling>

#312
The Amethyst Dragon

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I just gotta say, Zwerkules, that this tileset is incredible. I think I'll have to add it to my PW in the near future, then likely rebuild one of the major cities just to use it.
  • Zwerkules aime ceci

#313
Zwerkules

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The Amethyst Dragon wrote...

I just gotta say, Zwerkules, that this tileset is incredible. I think I'll have to add it to my PW in the near future, then likely rebuild one of the major cities just to use it.


I'm glad you like this tileset.

I came back from vacation on Sunday and didn't have time to work on any custom content until today.
Unfortunately my display driver told me a newer version was available for download and I was dumb enough
to install it.
When I wanted to have a look at the prefab area Leurnid did, I couldn't start NWN any more.
No matter what options I change in the display driver or which compatibility mode I choose, I can't get NWN to run any more.
I don't even know where to get an older version of the display driver. When I search for catalyst 2.1 and try the results they all redirect me to the download page for catalyst 2.4 which I have installed now and which is the cause for all the problems.

#314
Failed.Bard

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You should be able to roll back the drivers directly from the device manager Zwerkules. I had to do the same thing with mine.

#315
Zwerkules

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I found the version 2.1, deinstalled 2.4 and installed 2.1. Now it works again.

Leurnid, I took a look at your area. I liked it especially because it was something I never had in mind when I made this tileset. Most of the the non-city tiles are just there to have some nature outside the city.
But as your area shows, they also work well without a city. A dam was nothing I thought of when creating those tiles.



#316
henesua

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I need to get out of Arnheim's wilds and into the city! I want to build with this baby. Beautiful work!

#317
3RavensMore

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Leurnid wrote...

With that said, I was looking at some old photos and got inspired to bang out a quick little area to test an idea, and was so pleased with it, I posted it as a prefab on the Vault. It's going to be a few days before it clears the submission process, but the URL should be http://nwvault.ign.c...Detail&id=1217


I've never been motivated to drop someone’s prefab into my PW, but this is such a great idea, as well as a delightfully executed area, that I must include it.  I give it two claws up.

Modifié par 3RavensMore, 16 mai 2012 - 01:28 .


#318
Leurnid

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I just noticed I was using an out of date version of the tileset! I really need to watch that more closely.

edit:
None of the new listed features seemed to be showing, so I checked the module properties... The latest version is listed as 'medieval (2)', so my mods were not grabbing the latest by default. I was able to switch over easily enough, but I was curious, what compelled the 'version' change?

edit edit: 
Or was the '(2)' a result of something I did... it was something I did. For some reason, Wiindows, god bless it's heart, added a version roll on the file when I unpacked it.

and finally: 
Found this naughty corner while playing with the new changes:
Posted Image

Modifié par Leurnid, 16 mai 2012 - 05:54 .


#319
Zwerkules

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Thanks for the bug report. It's a wrong entry in the .set. It will be fixed in the next update.

#320
Zwerkules

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As I already mentioned I don't want to add too many rural tiles to this city tileset, because it would become too big. I started making a separate rural tileset that can be used together with this tileset.
There's a terrain called 'grass (half-height)' which can be placed between normal and raised terrain to make slopes less steep. With this you can get tiles with three different heights on them and build terrain that looks more natural than the default Bioware tiles.
There's also a ridge crosser that can be used on both grass terrains.

Posted Image

#321
NWN_baba yaga

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Best looking hills done for nwn imo. I realy love the natural way they lead up... or down hehe. I´ll keep two eyes on that tileset.

#322
Master Jax

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Best tileset I have ever seen. The level of detail is amazing. The textures are outstandingly well employed. A masterpiece.

#323
s e n

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those look amazing!! i did something similar in one unfinished tileset of mines and they really are worth the work spent to add em!! when will you let us play with em a bit Zw?

#324
Zwerkules

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The grass and sand terrain tiles are finished, but the ridge crosser isn't (the sand terrain is for building coasts).

I've only finished the lower ridges so far which already were well over 100 tiles and there are some of them that need a few more variations. For the ridges to work on higher hills and all the possible combinations of higher and lower hills I'll probably need about 100 tiles more.
I will upload what I've done until then on Friday. The halfling homes and the three elven houses I have made so far will be included.
Mills, watermills and farm houses for the humans will be included later.
After I've done those I will add a mountain terrain.
There will be a low wall crosser later, too.

#325
s e n

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mountain crosser will be a challenge, given the small height value of the raised tiles! i wish there was a way to have its increment variations work with terrains (it works with groups, but every test i made to get it work with terrains came to a stop, not sure why but it works for "pinnacles" like 0002 but doesnt for 0022 0222 etc. probably the solution would lay in decoding raise lower behavior and splitting it in multiple instances)