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#351
Rolo Kipp

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<salutes...>

Ready for action, Z! :-)
Also added "Tileset" category to V2.
We aim to please :-)
*absentmindedly aims crossbow in the crowd's general direction*

<...like a civilian>

#352
Rolo Kipp

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<practicing being civil...>

Pushed the new version to the old vault. Also synched the screenshots on the new vault.

<...engineering-wise>

#353
meaglyn

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Thank you for the mini-maps!

One question, when I export them using the mini-map exporter the new ones seems to look different. They're almost like negatives. They do look fine in game which is the important part. Is there some difference with these? The negative ones seem to line up pretty well with the ones that had been missing in the previous version. I only did the one test and it was with larger scale, I didn't try a no scale version.

Anyway, thanks again Zwerkules (and Rolo for the logistics)! I hope I can do it some justice :)

#354
Zwerkules

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The new map icons were made with the mini map generator of Neverblender and are saved as 32 bit TGAs. Usually I do a batch convert in Photoshop Elements to convert them to 24 bit TGAs. Maybe I forgot that. It doesn't make a difference in game, but they may look wierd with other programs.

#355
YeoldeFog

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Hi!
I have some major problems with the doors in this tileset. When I used it 1½ ago, all the doors defaulted to a tileset specific door. IE, the doorways with the round arches got rounded doors. That doesn't seem to be the case in this version. I've tried with a clean download, and even with the "extras" hak.

Am I doing something wrong here?

#356
Zwerkules

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The toolset can only change a few doors at a time. This is okay for groups, but not for terrain. If you raise a terrain, many tiles get changes at once and if all those tiles have one or two doors, the old doors won't get erased and the new ones won't be placed. So I changed almost all the doors of the building terrain to standard doors, but the tileset specific doors are still there, so if you've built areas before the change you'll still have the tileset specific doors where they were.
For every new terrain tile you place the doorways will now be empty. You have to place doors there yourself. For those without rounded tops you can use any door you like. For the doorways with rounded tops the doors are in the extra hak. There are also other doors in that hak with textures that fit the tileset better than the Bioware doors.
I don't remember if I made an erf for the doors and placeables in the extra hak. Probably not.
So you have to make a few door blueprints and select the appearance from the list.
There are also windows in the extra hak which can be opened, closed and locked like doors. They fit into doorways as well.
The erf can be found here.

Modifié par Zwerkules, 27 octobre 2013 - 11:14 .


#357
YeoldeFog

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Alright, when you say "place them there by yourself" do you mean like a placeable or like a door? I didn't find them in the extra tileset, but I'll check again. Thank you Zwerkules for a really nice tileset!

#358
YeoldeFog

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Uuuh, nevermind Zwerkules. I figured out. It wasn't rocket science! :)

#359
Zwerkules

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I'm adding a castle terrain now, but I've just made an average of three variations for each basic tile at the moment - which is not enough, especially since I haven't made any tiles with doors or gates yet and there are also no towers.

Posted Image

This is what it looks like with too few different tiles and no ivy etc.

#360
henesua

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While I like variation, Zwerkules, I think what yo uhave looks good.

#361
YeoldeFog

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Beautiful! I'm currently using the Medieval Tileset for an upcoming PW. I'm mapping Hill's Edge (in the Forgotten Realms world) and have used many of the features you have provided. Though, I wish there was such a simple "pavement" tile I could place. But I am aware that it's not always as simple as it sounds like. All the buildings rests on a small pavement, and I want to use that little raised part with the building excluded.

...oh, and a tower that doesn't belong to a wall! :)
...and remove that little uneven terrain just outside the grass/stonebridge gate over water. When I try to connect it with a placeable road that little hill is popping up evilish!

I will throw up some screenshots on what I've done so far if you want to see?

Thanks again for a really good tileset, and don't take my requests too serious!

#362
Wall3T

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i like it variation :) this would be great for upscale areas of my cities. thanks for in advance for making it, it looks great. let us know if you plan to release it

#363
Zwerkules

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YeoldeFog wrote...

Beautiful! I'm currently using the Medieval Tileset for an upcoming PW. I'm mapping Hill's Edge (in the Forgotten Realms world) and have used many of the features you have provided. Though, I wish there was such a simple "pavement" tile I could place. But I am aware that it's not always as simple as it sounds like. All the buildings rests on a small pavement, and I want to use that little raised part with the building excluded.

...oh, and a tower that doesn't belong to a wall! :)
...and remove that little uneven terrain just outside the grass/stonebridge gate over water. When I try to connect it with a placeable road that little hill is popping up evilish!

I will throw up some screenshots on what I've done so far if you want to see?

Thanks again for a really good tileset, and don't take my requests too serious!


If you want building terrain tiles with the curbs but without any buildings, I already got some of them because I use those tiles as a template to place buildings on. If you like I can include them in the next update.

There will be wizard towers (not the same as the ones I made for the rural tileset) once I finished the castle terrain. There will be at least one on cobble terrain and one on building terrain. I can add some towers that don't look as if they belong to a wizard as well.

I can also remove the uneven terrain if you tell me exactly which tilegroup the tile belongs to.

Lastly, screenshots (AND feedback) are always welcome!

#364
YeoldeFog

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www.erebaltor.se/sc/annoyinghill.jpg
www.erebaltor.se/sc/northgate.jpg
www.erebaltor.se/sc/tt_module_0000f.jpg
www.erebaltor.se/sc/tt_module_0000g.jpg
www.erebaltor.se/sc/tt_module_0000h.jpg
www.erebaltor.se/sc/tt_module_0002b.jpg
www.erebaltor.se/sc/tt_module_0003b.jpg
www.erebaltor.se/sc/tt_module_0004a.jpg
www.erebaltor.se/sc/tt_module_0006.jpg
www.erebaltor.se/sc/tt_module_0010.jpg
www.erebaltor.se/sc/tt_module_0012.jpg
www.erebaltor.se/sc/tt_module_0013.jpg

Here are some screens, but it always looks better in-game! :)
The first picture contains the little hill, and I think you can see which tile that is.
I'd love some curbs without the buildings!

Thank you!

Modifié par YeoldeFog, 04 novembre 2013 - 05:07 .


#365
Zwerkules

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Nice screenshots, Fog!
I like what you did with the tile lights.

#366
meaglyn

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Fog, those are really nice. I like the northgate one a lot. (More evidence that my area design foo is somewhat lacking ... :)

#367
YeoldeFog

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Thanks Zwerkules and meaglyn. I'm putting a lot of effort into this.
Zwerkules: Any update on those paved curbs? I need em' now! :)

#368
Zwerkules

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YeoldeFog wrote...

Thanks Zwerkules and meaglyn. I'm putting a lot of effort into this.
Zwerkules: Any update on those paved curbs? I need em' now! :)


Patience, young builder! ;)

#369
YeoldeFog

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I need to build Shantytown with placeable houses (nwn2 ones), reskinned to match your medieval city! And it doesn't just work without the curbs! But I shall find patience (building something else at the moment!) ;)

Shantytown is the slums, but a very sprawling place. :)

http://www.erebaltor.se/sc/he_14.jpg

Modifié par YeoldeFog, 09 novembre 2013 - 04:08 .


#370
Zwerkules

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Yeolde, I uploaded an update of the hak at the new vault so you can use the tiles you wanted.
There are no mini maps for them yet and they are just the empty building terrain tiles, not a changed
bridge group without the hillock.
The empty tiles are features you can find in the 'Special' list of the palette.
A few castle tiles I was working on are in the update, too, but they don't have any mini maps yet
either and they only work on cobble terrain, not yet next to water, cliff, building and grass terrain
and especially not next to combinations of different terrain.

#371
YeoldeFog

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Yaay! Going to DL and build this evening. I'll post a screenshot when I'm done! Thank you Zwerkules!

#372
YeoldeFog

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Ok, tried it but it's still quite difficult. I need them close to Raised cobble terrain. Else, it's wonderful. You can create small squares and places here and there! :)

Also, in the second picture, there is a small corner. Is it possible to fill that with a curb?

www.erebaltor.se/sc/he1.jpg
www.erebaltor.se/sc/he2.jpg

Modifié par YeoldeFog, 12 novembre 2013 - 07:02 .


#373
Zwerkules

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As shown in your first screenshot, there are some buildings that don't have a back wall that reaches down to the ground because that part is usually covered by the building next to them.
Now that you got those empty building terrain tiles, you have to place some fence or wall placeables there to hide the gaps.

What you want for your second screenshot would have to be a 2x2 group because the part that you want to become part of the sidewalk is on another tile.

#374
The Amethyst Dragon

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Zwerkules, I just gotta say that this tileset just keeps improving. I'm not using it yet, but I plan to sometime in the next few months. I even have a sizable town I plan on rebuilding using this.

I am seriously impressed.

#375
Estelindis

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I agree with Amethyst Dragon. This tileset has gone from strength to strength. Thank you for sharing your amazing work.