Medieval City
#351
Posté 06 juillet 2013 - 03:49
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
Posté 07 juillet 2013 - 01:57
Pushed the new version to the old vault. Also synched the screenshots on the new vault.
<...engineering-wise>
#353
Posté 08 juillet 2013 - 02:07
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
Posté 08 juillet 2013 - 02:29
#355
Posté 27 octobre 2013 - 08:36
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
Posté 27 octobre 2013 - 10:50
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
Posté 28 octobre 2013 - 06:54
#358
Posté 28 octobre 2013 - 07:49
#359
Posté 03 novembre 2013 - 08:48

This is what it looks like with too few different tiles and no ivy etc.
#360
Posté 03 novembre 2013 - 09:31
#361
Posté 03 novembre 2013 - 10:16
...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
Posté 04 novembre 2013 - 02:45
#363
Posté 04 novembre 2013 - 03:32
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
Posté 04 novembre 2013 - 04:59
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
Posté 05 novembre 2013 - 03:18
I like what you did with the tile lights.
#366
Posté 07 novembre 2013 - 08:02
#367
Posté 09 novembre 2013 - 11:12
Zwerkules: Any update on those paved curbs? I need em' now!
#368
Posté 09 novembre 2013 - 03:19
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
Posté 09 novembre 2013 - 04:07
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
Posté 11 novembre 2013 - 07:48
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
Posté 12 novembre 2013 - 01:59
#372
Posté 12 novembre 2013 - 07:02
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
Posté 12 novembre 2013 - 08:02
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
Posté 12 novembre 2013 - 08:23
I am seriously impressed.
#375
Posté 12 novembre 2013 - 10:49





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