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Medieval City


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#326
KlatchainCoffee

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Zwerkules wrote...
... (the sand terrain is for building coasts).


As someone who had to improvise sandy coastlines with existing ixxon coast hak for rural grass, with its completely still waterline, I would be very interested in  where you could take this. :)

As for the rest, as someone who is rather fond of nature areas, it would be great to have another quality tileset in my building pallette. Thanks for all the hard work putting it together!

Modifié par KlatchainCoffee, 18 juin 2012 - 02:58 .


#327
henesua

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I like the colors as well. The lush quality distinguishes this tileset from both six's Wildlands and TNO Castle Rural. Using all three could signify different climates.

#328
_six

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Aye, its nice to see you using more colour Zwerk. Sometimes I think I must've been in a really long bad mood when I made Wildlands, and your city tileset gives me the same vibe. Wonderfully modelled but really rather dull and bland colour wise. Which is great for the classic grim cityscapes, but it can't really pull off a more vibrant one.

Oh, and the hills sound like it could be very interesting to play with. I remember the cliffs in DoA's rural/city set were really eye opening back in the day, and they employed a similar tactic.

Modifié par _six, 18 juin 2012 - 04:19 .


#329
henesua

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I incorporated the medieval extras into my hak set and they look good. The doors and the placeables are great. I like that you made the doors generics. I will enjoy using these in other tilesets too.

However... how does one spot window locations? Or will they work in most door locations?

Modifié par henesua, 27 août 2012 - 12:43 .


#330
Zwerkules

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The windows will fit into all the door frames that are made for generic doors and don't have a round upper part. They might even fit into door frames of other tilesets if those are broad enough, but will probably look out of place because of the textures. It is however fairly easy to make versions of the windows that fit the TNO style for example.

#331
meaglyn

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Zwerkules, this is great work! I'm starting to use it to build one of the major cities I need. I suck at building areas but it looks good despite that. Any chance of getting the rest of the minimaps? It's somewhat unusable in-game with the white blanks...

#332
Zwerkules

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Yes, I'll make those missing minimaps soon. I also fixed the bug Leurnid reported a long time ago, before I last updated the vault entry. Unfortunately I forgot to include the fixed set file in the hak. It is now in the hak and the bug will be fixed with the next update.

#333
Sir Adril

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I had to see what all the fuss was about, and I'm really glad I did, this tileset is beautiful Zwerkules. As soon as the alleys are done, I'll be all over it for my module :)

#334
meaglyn

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Zwerkules wrote...

Yes, I'll make those missing minimaps soon. I also fixed the bug Leurnid reported a long time ago, before I last updated the vault entry. Unfortunately I forgot to include the fixed set file in the hak. It is now in the hak and the bug will be fixed with the next update.


Great! I'll keep building then and watch for the update. Thanks!

#335
Zwerkules

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Sir Adril wrote...

I had to see what all the fuss was about, and I'm really glad I did, this tileset is beautiful Zwerkules. As soon as the alleys are done, I'll be all over it for my module :)


Do you need alleys that start between buildings near water or alleys going up or downhill? Those are the ones still missing. The rest works.

There have been others who didn't find out how to use the alleys, so maybe you haven't found them either.
There is no crosser called alleys because I didn't need one. The road crosser is used for dirt roads on grass. It doesn't do anything on cobble terrain yet, but will be used for streets. When used on water terrain it will be used for docks. Used between buildings it's for alleys. It will also work on tree terrain in the future to make pathes through a dense forest possible.

#336
Sir Adril

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Zwerkules wrote...

Sir Adril wrote...

I had to see what all the fuss was about, and I'm really glad I did, this tileset is beautiful Zwerkules. As soon as the alleys are done, I'll be all over it for my module :)


Do you need alleys that start between buildings near water or alleys going up or downhill? Those are the ones still missing. The rest works.

There have been others who didn't find out how to use the alleys, so maybe you haven't found them either.
There is no crosser called alleys because I didn't need one. The road crosser is used for dirt roads on grass. It doesn't do anything on cobble terrain yet, but will be used for streets. When used on water terrain it will be used for docks. Used between buildings it's for alleys. It will also work on tree terrain in the future to make pathes through a dense forest possible.


Oh, that's perfect, thank you very much for letting me know about that. I actually don't need alleys that go uphill or near water, so it's perfect as-is, except for that one pesky tile on the buildings that was on your list of things to fix :)

#337
3RavensMore

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Alleys! *looks embarrassed* I get excited too easily. I've been waiting for them as well.

#338
henesua

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Alleys up and down hills?!? Why yes please! Wow.

#339
Zwerkules

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I'm making progress with the mini maps, but it's a lot of work because there are over 1000. Most of them are finished, only groups like ships, draw bridges and large buildings are missing.
With all those new mini maps the file is now larger than 25 MB.

#340
Rolo Kipp

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<rubbing his hands together...>

Shoot it! =)

<...in glee™>

#341
The Amethyst Dragon

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Zwerkules wrote...

I'm making progress with the mini maps, but it's a lot of work because there are over 1000. Most of them are finished, only groups like ships, draw bridges and large buildings are missing.
With all those new mini maps the file is now larger than 25 MB.

Looking forward to it, Zwerkules.  You can always upload it to the Vault via FTP and Rolo can link the file to your entry.

#342
Fester Pot

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Always enjoy fiddling with this tileset - the windows are a nice touch! With them being allowed to interact with, they can be made to close at night and open in the morning. A shop can have the windows open during business, and closed at night. Nice little touch.

Bonus are waterways and buildings being able to be so close together, so a path can be created right by the water that leads to a building. It adds a lot to changing the design of any city.

The alleys are also top notch, nice and tight but that's also a problem. Can a tilefade for second story be introduced for alleys? It's too difficult to see doors or simply just navigate through them.

Thanks for your work on this project.

FP!

#343
Zwerkules

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Fading the upper stories is easier to implement than for Bioware tiles because I wouldn't need all the black parts since the buildings are closed on all sides anyway. The only problem would be that I'd have to turn off animations for all windows of the upper stories because objects with animations won't fade. Groups would also be a problem because they'd have to be cut apart and would need the black meshes to close the gaps which would raise the already high polycount alot. There are no groups for the alleys though, just for buildings next to water.
I'll see how many windows there are in the upper stories of the alley buildings. I could remove the animations and just let them have a self-illumination all the time. It wouldn't show much during the day anyway if the area isn't too dark.
I will however only implement tilefade for the alleys. Adding tilefade to all the tiles would take months.

#344
Fester Pot

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Awesomesauce Zwerkules!

That'll make alleys a lot easier to navigate, yet still give the impression of a massive city with the rest of the buildings outside of the alleys not fading.

FP!

#345
henesua

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Agreed, that sounds like a very interesting development. :)

+1 to what Fester Pot said, Zwerkules.

#346
Zwerkules

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I usually don't use tilefade in game and wouldn't even use it for the alleys in game, but placing doors and placeables in the toolset is difficult in those alleys. That's where I'll use tilefade, too.
Would anybody mind if the fences would tilefade completely? Otherwise I'd have to cut them in half because they are higher than the ground stories of the houses.
I just loaded a model and looked at the fences and they already have vertices at 3.2 meters, so taking them apart would only add a few black polygons to close the gap at the top if the upper part tilefades. So at least for all the fences/walls that already have vertices at 3.2 meteres I will only make the upper half fade.

#347
Fester Pot

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At this point, I'd have to say whatever is the easiest solution for the fences.

Having them fade in the toolset is a big help for builders. I didn't even think of that.

FP!

#348
meaglyn

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Hello, not trying to be a pest, but has there been an update for this yet? Vault reports the last update as 4/28/2012, which matches what I have. Is there a newer version somewhere else?

The examples in the demo mod are great. I'm going to have to rip out some pieces and try to do better. I love the door halfway up the stairs!

#349
Zwerkules

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meaglyn wrote...

Hello, not trying to be a pest, but has there been an update for this yet? Vault reports the last update as 4/28/2012, which matches what I have. Is there a newer version somewhere else?

The examples in the demo mod are great. I'm going to have to rip out some pieces and try to do better. I love the door halfway up the stairs!


Actually I had finished all but about fifteen mini map icons for a long time now, but didn't work on the rest because I was busy finishing a castle tileset and the rural tileset which got a major update last week, which is only at the new vault though because it's over 25MB now.
I have finished all the map icons for the Medival City  as well as the tilefade for alleys Fester wanted this Tuesday, but haven't uploaded them to the old vault yet because that tileset is over 25MB now, too.
I'll have to ask Rolo to help me with uploading those two tilesets to the old vault, but I haven't done that yet because he's already got so much to do.

#350
meaglyn

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Zwerkules wrote...

I'll have to ask Rolo to help me with uploading those two tilesets to the old vault, but I haven't done that yet because he's already got so much to do.


Thanks! Wonderful news. I'm dying for the minimaps  - that'll be great!