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Medieval City


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542 réponses à ce sujet

#401
Vincent07

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I must say, I love this tileset.

I'm in the process of adding it into the server I help run, and will likely remake our main town with it.  

 

I just wish it had some of the 2x2 plaza groups like the default city exterior does.

 

Otherwise, fantastic work.



#402
Zwerkules

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Plazas and parks are on my to-do-list.


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#403
Zwerkules

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MedCity29.jpg

 

I wanted to upload an update today but noticed that something is still missing. I have finished all the tiles for castle terrain next to grass and cobble and raised terrains of those kinds, but if you build a castle on raised terrain there's only one way to make a gate for it, by placing some raised cobble terrain next to it.

There are no bridges or draw bridges for the castle terrain at the moment.

 

The castle on the higher terrain in this screenshot can not be entered because it has no gate. :P


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#404
Rolo Kipp

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<sing...>

 

Rapunzel Rapunzel, let down your long hair...

 

It's a feature, not a bug!

Specially designed castle for doorless enchanted towers? ;-)

 

 

<...song>


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#405
Zwerkules

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There are 280 castle tiles now and except for a few features and groups (especially gates and drawbridges) I've finished the castle terrain now.

I uploaded a new version here: http://neverwinterva...al-city-tileset

Unless I missed some the mini maps should all be there now, too.

I left the old version there as well for now. The new version hasn't been tested thoroughly. Bug reports are welcome.


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#406
henesua

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did someone say bug reports for a Zwerkules-made tileset?

 

*on it*


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#407
YeoldeFog

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I think I posted a bug above about a tower-door transtion ended up on the second floor.



#408
Raetzain

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Time to see what new toys I have to play with.



#409
Zwerkules

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I think I posted a bug above about a tower-door transtion ended up on the second floor.

 

That door has an orientation of -90 in the set file instead of 90. Usually that doesn't matter because the doors have use nodes on both sides but maybe the transition tries to place the PC behind the door instead of in front of it because of this. The walkmesh is okay, but usually I leave about two meters space behind a door because that's how broad a door is. In this tile there's only room for 1.5 meters because of the walkable second story. So maybe the game tries to place the PC behind the door and there's not enough room so they end up on the second story.

 

Try rotating the door by 180 degrees. If that doesn't work I have no idea what to do about it. There's nothing wrong with the walkmesh.

 

I changed the door rotation in the set file to 90 instead of -90 now and it will be in the next update.


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#410
OldMansBeard

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I really like the "look and feel" of this tileset. :)

 

Can I make a suggestion? Where you have tall buildings with an obscuring walkmesh one floor high (as it would have had to, if you were tilefading) try raising the top verts of the obscuring part to roof level. This will prevent the camera putting itself inside the upper floor looking out, which looks a bit odd sometimes,


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#411
Zwerkules

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I really like the "look and feel" of this tileset. :)

 

Can I make a suggestion? Where you have tall buildings with an obscuring walkmesh one floor high (as it would have had to, if you were tilefading) try raising the top verts of the obscuring part to roof level. This will prevent the camera putting itself inside the upper floor looking out, which looks a bit odd sometimes,

Thanks for the hint.


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#412
Estelindis

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I have played around with this tileset a good bit, yet I feel like I haven't scratched the surface of its potential.  Lovely art style and huge number of tiles.  Thanks a bundle for putting so much talent and hard work into this.


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#413
Bannor Bloodfist

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That door has an orientation of -90 in the set file instead of 90. Usually that doesn't matter because the doors have use nodes on both sides but maybe the transition tries to place the PC behind the door instead of in front of it because of this. The walkmesh is okay, but usually I leave about two meters space behind a door because that's how broad a door is. In this tile there's only room for 1.5 meters because of the walkable second story. So maybe the game tries to place the PC behind the door and there's not enough room so they end up on the second story.

 

Try rotating the door by 180 degrees. If that doesn't work I have no idea what to do about it. There's nothing wrong with the walkmesh.

 

I changed the door rotation in the set file to 90 instead of -90 now and it will be in the next update.

 

Not being entirely sure with this, and definitely not having had a physical look at what you are describing, but strictly speaking towards the typed in numbers you folks are discussing... negative numbers behave oddly at various times.

 

Anytime I had issues like this, I specifically edit the -90 to be 270 instead.  This sometimes fixes that sort of issue. 

 

However, some of the other suggestions in this dialog should also help.

 

I just today found my copy of 3dsmax 8, so I can reinstall that and take a look at things again.  But it will likely take me a while to get things re-installed as this computer seems to have a mind of it's own, and also being win 8.1, Microsloth has done some amazing things to make life increasingly difficult for folks that just want something to work as described instead of how THEY think it should be.... THEY being of course, that nefarious THEY party that seems to control the world from behind the scenes.

 

Anyway, just try editing that -90 to become a positive 270 rotation and see if that helps you any.


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#414
Zwerkules

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Thanks Bannor! I'll see if there are any doors which need an orientation of -90 and change that to 270, but in this specific case the -90 was wrong anyway because it should be 90.


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#415
Bannor Bloodfist

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Well, I attempted to install 3dsmax 8 today, but I apparently am out of disk space.  Now I have to decide what to uninstall. 

 

To top that off, win8.1 refuses to install a seriously required update, it errors out with an invalid error code, so it doesn't both to report what the issue is.  This is apparently a known issue with the Windows8.1-KB2919355-x64.  MSloth has threatened that if this update is not applied, no further updates will EVER be applied to my system.

 

I have searched and searched, but there is not apparently a fix available. Restated, I have tried all the 'fixes  that msloth recommends, and none work.



#416
Lord Sullivan

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@Bannor Bloodfist

 

upgrade to Windows 7?


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#417
Bannor Bloodfist

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@Bannor Bloodfist

 

upgrade to Windows 7?

Well, in this case it would be a downgrade, and msloth offers no way to do that.  I have a licensed copy of XP, no longer installed, and a licensed disk copy of 8.0 which has been patched to 8.1 with the license.  No way to go backwards without a format and be forced to re-install over 120 gig worth of programs and games etc, most of which require a re-download from the net to get installed. I would also have to pay for a win7 license, as they offer no way to trade a license back and forth.  It takes several days like at least 4 if not more, to get to the point that I am at now, and that is with me sitting here watching and clicking yes to all the required updates and patches and waiting for the things to download then install.  I truly hate the internet way of installing software, I would much prefer installation from DVD, but most software and games especially, require the internet to install the actual program/game from the web since all disk copies are just dummies that require full re-downloads of everything.  Even Steam installed games, even if you back them up, require a complete replacement of everything you may have already installed as they can't be bothered with checking and installing file by file.

 

Anyway, thanks for the thought, even though it doesn't help.



#418
Zwerkules

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I'll soon upload a new version. I did what OMB suggested and raised all the walkmeshes of the buildings to roof level except for those which tilefade (in alleys). It is still possible that the camera ends up inside a building though.
While I already worked on every file with a building on it, I also made extra variations of tiles that had none or only two. So each building tile that had only two variations before now has three and those without variations now have two, except for two tiles which I felt would rarely be used at all because they are mainly there to make it possible to place other tiles. Those two still don't have variations.
Tilefade does now also work for the entrances to alleys and for towers, because someone said the towers were too high and blocked sight.
 
I changed the grass, dirt and rock textures as well as the roads and some foliage. I will upload a file that contains the old textures incase someone doesn't like the new ones, so they can put the old ones in a top hak. This is what grass and cliffs look like now:
MedCity30.jpg
 
It is now possible to have an alley lead uphill. There's one tile with a steep slope that needed stairs and another one that's not so steep that doesn't have stairs.
 
MedCity31.jpg
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#419
MannyJabrielle

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Looking forward to this.... I may actually rebuild several of my areas with it since I lost a certain city reskin I had been using in a recent HDD crash.



#420
NWN_baba yaga

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I must say now that i understand why not to include or care about shadows when working on such a project like this beauty of a tileset. You would work more hours on shadow issues then on actual content ;) It´s a great set and it´s so medieval german looking it´s authentic to many images I saw ( it´s like home).

Thank you for updating it regulary :)


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#421
Zwerkules

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It´s a great set and it´s so medieval german looking it´s authentic to many images I saw ( it´s like home).
Thank you for updating it regulary :)

No wonder, a lot of models are loosely based on buildings in Germany. The townwall for example is based on the townwall of Rothenburg which is very similar to the one in Tallin. Since I spent my holiday in Tallin last year, I've got several photos of towers which will appear in this tileset too in the future. The square towers aren't based on any photos, but the round tower with the wooden parts at the top is based on a tower of a castle in Austria (Burg Kreuzenstein).

I've got an unfinished tile with a tower gate as the entrance to an alley which is based on the twisted tower in Duderstedt. Unfortunately in-game it's hardly visible that the roof of the tower is twisted, so maybe I won't work on that tower any more.

The building with the round oriel (c04_16) is based on one in Helmstedt, the left house on tile c02_12 is based on a building in Osnabrück, the one on tile c04_08 is from Frankfurt, c01_05 can be found in Osterode and the townhall which I haven't made yet will be based on an old postcard of the townhall of Hildesheim which looked a lot better two hundred years ago than it does now.

 

The huge townwall corner tower with the bridge is based on an old postcard of Osnabrück and the castle terrain is influenced by the castle in Wernigerode.


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#422
Pstemarie

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I really like the direction this tileset has taken.


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#423
The Amethyst Dragon

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I plan on doing a larger hak update for my PW right after I push out the CEP update, and this tileset will be included. I'm not sure what location I'm going to build with it, but I'll invent a whole new one if I have to. :)


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#424
Draygoth28

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Agreed with all above comments. This is outstanding work.
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#425
MannyJabrielle

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AD, this would suit Mountainholm, wouldn't it?  Maybe fit a bit better than the rural castle exterior?

Or... Ebonheart could use some loving ;)  The tileset you got there looks nice, but is very wonky.


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