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Medieval City


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#376
YeoldeFog

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Zwerkules: Thank you for your response. I basically want the curbs to go all the way to the raised (wall in the pictures) terrain. Thus, without any of the buildings. A totally building-free curb that works with raised terrain. :)

#377
NR_Rainman

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Hey guys,

Just like to thanks the developers of this tileset.

We are using it in NR - Netheril Rising (link below)

http://social.biowar.../index/17569989

We have used the Medieval City tileset to create a Floating Citadel from the Netherese Empire( with some small custom changes to the tileset for clouds ).

Come and take a look to see what we done with the tileset..

Thanks again, great tileset that I had fun building with.

#378
Zwerkules

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Thank you, Rainman!

You've got some very nice screenshots on your website.
Where did you get the skybox with the stars?

Modifié par Zwerkules, 18 novembre 2013 - 03:38 .


#379
YeoldeFog

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Zwerkules: Are you updating the curbs? No pressure, your work is awesome anyway! :)

#380
henesua

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A request if you have time, Zwerkules:
An addition to this tileset that I would greatly appreciate is a limited mountain terrain that acts like a cliff. This would behave similarly to the bottomless pits/cliffs in the ruins terrain. I am currently building a mountain top city, and need some granite cliffs that drop into infinity below the city. Ideally I'd also like cliff faces that rise up from cobble, but I think that would needlessly clutter this set with tiles and am looking into ways to make this work with a cliff like placeable (I might rip some meshes from Medieval rural and see what I can do).

Anyway this request would be a new terrain that acts like the pit/cliff in ruins. If this can only be placed next to cobble you have four basic types. But you might be able to recycle tile models if you have no walkable surface and allow it to be placed adjacent buildings as well.

Types:
  • One has no variants, its a black tile with "mountain cliff" at all four corners. (Bonus points for putting a cloud animation in it)
  • Another has "mountain cliff" at two corners and cobble at the other two. The mountain side is pushed up against the edge of the tile so that there is no walking surface. Just a mountain cliff extending below with a little lip of granite at the top which another tile can gracefully butt up against.
  • Third is just a corner. Black at three corners. cobble at the other. Corner of mountain side extends below the corner.
  • Fourth is a cove. Black at one corner. cobble at the other three.
I realize that with raised terrain this would expand to more types, and would appreciate that option. But the above four would be a huge improvement in my view enabling us to build fortified hill towns and the like.

Modifié par henesua, 27 novembre 2013 - 06:42 .


#381
Pstemarie

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henesua wrote...

A request if you have time, Zwerkules:
An addition to this tileset that I would greatly appreciate is a limited mountain terrain that acts like a cliff. This would behave similarly to the bottomless pits/cliffs in the ruins terrain. I am currently building a mountain top city, and need some granite cliffs that drop into infinity below the city. Ideally I'd also like cliff faces that rise up from cobble, but I think that would needlessly clutter this set with tiles and am looking into ways to make this work with a cliff like placeable (I might rip some meshes from Medieval rural and see what I can do).

Anyway this request would be a new terrain that acts like the pit/cliff in ruins. If this can only be placed next to cobble you have four basic types. But you might be able to recycle tile models if you have no walkable surface and allow it to be placed adjacent buildings as well.

Types:

  • One has no variants, its a black tile with "mountain cliff" at all four corners. (Bonus points for putting a cloud animation in it)
  • Another has "mountain cliff" at two corners and cobble at the other two. The mountain side is pushed up against the edge of the tile so that there is no walking surface. Just a mountain cliff extending below with a little lip of granite at the top which another tile can gracefully butt up against.
  • Third is just a corner. Black at three corners. cobble at the other. Corner of mountain side extends below the corner.
  • Fourth is a cove. Black at one corner. cobble at the other three.
I realize that with raised terrain this would expand to more types, and would appreciate that option. But the above four would be a huge improvement in my view enabling us to build fortified hill towns and the like.


This sounds cool, but instead of using black for the bitmap why not a sky textured plane in multiple variants that could be swapped out via tile animation. This would allow for the emulation of looking down into the sky...

#382
Zwerkules

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Pstemarie wrote...

This sounds cool, but instead of using black for the bitmap why not a sky textured plane in multiple variants that could be swapped out via tile animation. This would allow for the emulation of looking down into the sky...


I'll see what I can do. I like your idea more than just black, too.

Yeoldefog, the terrain is raised by 5 m which is steep enough if you have a whole tile for it, but far too steep if you
can only use the curbs part of a building terrain tile. If I recall correctly there's 6 m from the edge of the curbs to the edge of the tile. You'd have a 5m rise on those 6m.

Modifié par Zwerkules, 27 novembre 2013 - 09:41 .


#383
henesua

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Thanks, Zwerkules.

#384
YeoldeFog

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Zwerkules wrote...

Pstemarie wrote...

This sounds cool, but instead of using black for the bitmap why not a sky textured plane in multiple variants that could be swapped out via tile animation. This would allow for the emulation of looking down into the sky...


I'll see what I can do. I like your idea more than just black, too.

Yeoldefog, the terrain is raised by 5 m which is steep enough if you have a whole tile for it, but far too steep if you
can only use the curbs part of a building terrain tile. If I recall correctly there's 6 m from the edge of the curbs to the edge of the tile. You'd have a 5m rise on those 6m.


Zwerkules: I don't really know what you mean. I don't want the curbs to be raised, I just want them to be building free, and have the possibility to place them next to a wall/raised wall. Without the usual buildings on them, just the curb. :)

#385
YeoldeFog

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Hey Zwerkules!

I've found a bug.

Image IPB

When I exit this door from another transition, I appear on top of wall (just above the door) instead of outside of it.

:)

Modifié par YeoldeFog, 17 décembre 2013 - 09:35 .


#386
Zwerkules

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YeoldeFog wrote...
When I exit this door from another transition, I appear on top of wall (just above the door) instead of outside of it.


Thank you! Bug reports are always welcome. I'll have a look at that tile.

#387
Raetzain

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Hey Zwerkules,

I'm using this tileset to create a module, and it captures the city I've created very well. My only problem is that the buildings don't fade like on other tilesets so that you can see better. In some places, I like that, because it forces people to zoom in more and feels a bit cramped. But on the otherhand, it tends to be annoying after a while. Do you have any idea if you'll update things so that the top of buildings fade from view of the camera as you look around?


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#388
Zwerkules

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Hey Zwerkules,

I'm using this tileset to create a module, and it captures the city I've created very well. My only problem is that the buildings don't fade like on other tilesets so that you can see better. In some places, I like that, because it forces people to zoom in more and feels a bit cramped. But on the otherhand, it tends to be annoying after a while. Do you have any idea if you'll update things so that the top of buildings fade from view of the camera as you look around?

 

There are good reasons why I don't use tilefade. The best reason in my opinion is that nothing kills immersion as much as whole stories of buildngs disappearing. I know a lot of people don't agree with that, so let me give you some other reasons why I don't use tilefade.

One reason is that if you have NPCs walking on the townwalls or balconies they will float in the air when the upper parts of the walls disappear because of tilefading.

Another reason is that tilefade doesn't work for animated meshes like windows with day/night animations.

 

I activated tilefade for the alley-tiles because those are very narrow and have no lit windows in higher stories and no walkable balconies. For other tiles it is not an option and I don't think it should be.


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#389
Shadooow

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There are good reasons why I don't use tilefade. The best reason in my opinion is that nothing kills immersion as much as whole stories of buildngs disappearing. I know a lot of people don't agree with that, so let me give you some other reasons why I don't use tilefade.

Yes but its a player decision. Player who wants immersion will not play with tilefade. Other players playing in top down view which is a best choice for a movement by mouse and not keyboard. And in this camera mode, the tilefade is a crucial feature. Since I am building an action style module/areas, I expect that players are using top down view and thats why I am using only a tilesets with tilefade feature. By not enabling this feature in your tilesets you are losing potentional "customers".



#390
Zwerkules

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By not enabling this feature in your tilesets you are losing potentional "customers".

 

Sorry, but I won't lose any sleep because of this. I uploaded a new tileset to the vaut and got 13 downloads and how many people who downloaded it will use it? About half, so lets say there are 7 people using it and some of them won't use it because it doesn't have tilefade. Does that mean I change 230 tiles (just the building terrain without the alleys, not counting townwalls and castles) just to please three or four people? No, it's not going to happen. Letting Clean Models do the work also isn't an option because slicing whole buildings in half at a given height will raise the polycount far too much.

 

I made a whole tileset for someone who didn't  use it or even gave a reason why. And this person sadly is not an exception. There are some builders who give feedback and make creating something worthwile, but for each of them there are two others who just make you want to quit!



#391
Rolo Kipp

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<moaning and wailing...>

 

Noooooooooo! Don't quit!

 

That's it! I'm making a Medieval City mod!

This summer!!!

Commitment! Dedication! Responsibility!

All those words that my GF likes that scare the bejeebers out of me!

 

Been meaning to make a city-based regional mod demo anyway, with, say, 256 areas? :-)

 

(no big Purp, through... he'd feel a bit crowded :-/ ) <then why are you hiding his favorite chew-toy in the center of town?>

Shhhh... Ixnay on the Ormway, Bother <oh. smooth, wizard. *real* smooth>

 

<...and licking his palms>



#392
3RavensMore

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Zwerk, I've finally added your Medieval City set and built a modest sized city.  I know you've received praise for it, but let me add my voice in saying that it's just brilliant.  As far a my players are concerned, we never play with tilefade, and completely agree that it ruins the immersion of an area.  Tilefade, IMO, also has the effect of making areas--especially cities--look smaller.  There is no mystery around the next corner, no surprises on the other side of the buildings...  We don't even have minimaps on; they are a to often used tool that also clobbers an immerse feel.  My players want to get lost, and want to take wrong turns, especially while slinking around in the dark in an unexplored city, or prowling through new cave.  So, no problems here with not having tilefade on this set. 


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#393
Raetzain

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There are good reasons why I don't use tilefade. The best reason in my opinion is that nothing kills immersion as much as whole stories of buildngs disappearing. I know a lot of people don't agree with that, so let me give you some other reasons why I don't use tilefade.

One reason is that if you have NPCs walking on the townwalls or balconies they will float in the air when the upper parts of the walls disappear because of tilefading.

Another reason is that tilefade doesn't work for animated meshes like windows with day/night animations.

 

I activated tilefade for the alley-tiles because those are very narrow and have no lit windows in higher stories and no walkable balconies. For other tiles it is not an option and I don't think it should be.

Thank you for the quick reply.

I'm using this tileset for the main city on a new PW server a few of my friends and I are working on. I don't have any problems with the second-story parts of buildings fading, or even the third story for that matter. My only problem was the really tall towers blocking view. Like I said, I like the constrained view in some places and specifically built it so that you have to squeeze down and look around with a tighter view - as 3RavensMore says, preserving the sense of mystery. I didn't mean to sound ungrateful, I was merely curious as to whether it was a feature that was being worked on. If there's not going to be a tilefade, that's fine, I'll just work around it as I already have.

 

I'm curious again, though, by what you mean by alleys. I think I have the latest version of the .hak file(11/11/2013), and there's no..."alleyway" option. Could you describe what you mean when you say alley-tiles?


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#394
Zwerkules

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I didn't mean to sound ungrateful, I was merely curious as to whether it was a feature that was being worked on. If there's not going to be a tilefade, that's fine, I'll just work around it as I already have.

 

I'm curious again, though, by what you mean by alleys. I think I have the latest version of the .hak file(11/11/2013), and there's no..."alleyway" option. Could you describe what you mean when you say alley-tiles?

I didn't want to imply that you were ungrateful. Sorry if it sounded that way!

 

The is no alley crosser on the palette because there is a multi-purpose crosser that works differently on different terrains, the road crosser. When used on building terrain it will make alleys, on grass it creates roads and on water it will create docks when it is finished.

 

If only the towers are causing you problems, I can make those tilefade if I find some older versions of the files. I ran all the files through clean models and let it combine meshes with the same texture which makes taking them apart now much harder now, but I think I have some older versions from before that change somewhere.

 

I'm also close to finishing the castle terrain (except for some groups and features I'll add later), only about ten tiles missing now. There could be a new version on the new vault soon.


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#395
Zwerkules

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<moaning and wailing...>

 

That's it! I'm making a Medieval City mod!

This summer!!!


<...and licking his palms>

You've already got enough work to do. I hope you knew you weren't included in the group of people who don't give feedback.



#396
Rolo Kipp

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<grins...>

 

I know :-)

 

But I really *have* been thinking of doing this, and I think it'll be a great demo of the new appear2 anims on worm and spiders... 

er, forget I said that. It'll be a pleasant evening stroll around a fine *clean* pest-free, peaceful, completely safe and boring Medieval City :-)

 

Really.

 

Would I lie? <*meaningful raven look*>

Er, I mean "Trust me" =)

 

Edit: Who knows? Maybe I'll spark a Medieval City Mod Challenge :-)

Everyone make a little mod like the ABC for release by Michaelmas... Only stipulation, it must showcase Medieval City :-)

 

I'm in!

 

<...like a rogue>



#397
Raetzain

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Cool beans. I'm looking forward to this next update, then. I'm playing around with the new toy you gave me, and I feel really stupid that I didn't discover this before. I had entire district that is implied to be mostly alleyways and filth, but it was imagined with regular cobble and buildings. Now with ~actual~ alleyways, it feels more like the name of the place implies (Alleytwist.) *Rubs hands together mischeviously.* Oh the things I can do now...Bwuahahaha.

 

And a random suggestion for later - alleyways that can climb up and down the levels of the tileset. Sort of like this feeling: http://thumbs.dreams...ey-15684981.jpg If I had those, I'd probably be able to render what I'd like this district to look like, perfectly. In the meantime, I'll just use the building side-stairs to give that feeling.


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#398
YeoldeFog

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Zwerkules... your medival city-tileset was actually the only reason I came back to building, and now a new PW will soon enter alpha making the best with Medieval City and Medieval Rural. I'm not saying there aren't other great tilesets around, but when I saw the screenshots of the Medieval City the first time, my thought was "I need to do something with this"

 

Maybe there aren't as many downloads or followers as before, but I like to think that those few who download it will actually make something with it.


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#399
Zwerkules

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And a random suggestion for later - alleyways that can climb up and down the levels of the tileset. Sort of like this feeling: http://thumbs.dreams...ey-15684981.jpg If I had those, I'd probably be able to render what I'd like this district to look like, perfectly. In the meantime, I'll just use the building side-stairs to give that feeling.

Those were always planned, I just didn't have the time to make them. For now you can only make alleys end on the raised part of a tile with height transitions, not on the lower part. Once I got those alleys ending on the lower part of a tile I'll also make ones that go uphill.

 

Before I do that I will finish the castle terrain and a new crosser first, the 'rock' crosser. You can use this crosser on tiles with raised cobble terrain to get rid of the walls and have rock walls instead. There will also be a few tiles with narrow pathes leading up. Bushes and shrubs will not be included, because I leave it up to the builders to add them as placeables to make the tiles look different from each other if there aren't enough variations.


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#400
Pstemarie

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I'm just waiting patiently for you to get more of these features in you talk about. I'd hate to build an area only to tear it apart again. However, that hasn't prevented me from playing around with it a lot.


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