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#451
Tonden_Ockay

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It's not so hard, but tedious work because to make such a crosser work you need more than 100 tiles. That's a third of all the tiles in the Bioware city tileset and most of the other original tilesets have only around 175 tiles each.

That's why after adding something like that to a tileset I need a break from tilesets and work on something like converting models from other games to NWN 1.

 

Question Zwekules you say its not hard but tedious so could someone like me do it? How long does it take to do 100 tiles?
 



#452
Zwerkules

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Question Zwekules you say its not hard but tedious so could someone like me do it? How long does it take to do 100 tiles?
 

It's not hard if you've made tiles before. If you haven't, I suggest you start by making a few tiles of your own by changing existing ones and/or adding placeables as parts of a tile and modifying those.

And how long it takes to make those tiles depeds on the complexity of them. A tile with two houses on it can take you a whole weekend to make while a simple terrain tile may only take half an hour to make. The more of the basic tiles you made the faster it gets to make more or variations of a certain type of tile.

If you want to make 100 tiles, be sure to have at least 100 hours of free time to make them.


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#453
NWN_baba yaga

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When i can just add my two cents... 100 tiles is a lot. Believe me when i say after 20 tiles you might get burned out or are struck by boredom. In the case of this tileset those tiles are just beautyfull so i definately understand the motivation and inspiration to complete it. 

For me tiles that are complexe as those here i would need 1 or 2 days for 4 tiles maybe. Realy depends on how your vision comes together in your modeling app I would say ;)


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#454
Tonden_Ockay

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Thanks Zwerkules and Baba yaga

 

I will see what I can do  :D



#455
Pstemarie

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The smithy I made for that tutorial I did a while back took me a day to make - including numerous walkaway breaks - and that was just a conversion of another tile which added additional geometry. As others have mentioned you can easily spend 2-4 days working on a tile, mainly dependent upon its complexity.


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#456
3RavensMore

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I tried to put a roof on the CEP enhanced Crypt (and re-texture with few additional features) -- learning as I went along.  Just when I was competent in what I was doing, about 80 tiles in and six of seven weeks work, it started to really hate seeing that tileset.  The advice to take is slow is good.  Small bites before trying to gulp down the whole super extra grande chimichanga.

 

Damn, now I'm hungry. 


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#457
Pstemarie

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...

 

Damn, now I'm hungry. 

 

Work as a cook in a restaurant for a month - you're stomach will shrink from smelling so much food for eight hours a day. I've lost 60 lbs in the past six months since my wife and I bought our restaurant. Used to love bagels, bacon, eggs, burgers, and fries - after making them every day for so long the mere thought of one turns my stomach in knots.


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#458
The Mad Poet

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Strangely before my current career I worked in a kitchen... I was the exact opposite. 


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#459
VeeTpl

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Let me just post a few screenshots of the work I was able to make thanks to Zwerkules' STELLAR work on the tileset. Enjoy and thank you for all the hard work.

 

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#460
henesua

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that is a good looking city.


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#461
Pstemarie

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I see some project Q stuff - stuff I made (stalls) - in that marketplace  :D Warms my heart to see it being put to such good use!


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#462
VeeTpl

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@henesua

Thanks!

 

Pstemarie

Thanks for the confidence. Project Q simply won me over with the quality of its assets, nice placeables, brilliant monster reskins and overall tone of the compilation. It's a little more more fitting towards a low-magic and gritty fantasy which fills the needs for my setting just perfectly. Not to mention the fantastic work of the armour pieces with which you can actually make some authentic suits of protection. Just brilliant!

 

Project Q is simply fantastic. Hit the sweet spot JUST RIGHT for what I needed custom content for. CEP is also great but has a lot of high-fantasy assets that I simply won't use for my setting.

 

Have a few more screenies, then. But what I can only say that screens alone do not make justice to the project. I am trying to create sort of Renaissance Italy feel to it, much akin to that of Assassin's Creed 2 and whatnot. Music, sound effects, lightning and so on really add to the life of it.

 

Let me post only something I use as sound effects for the market but probably the pieces that add the most memorable ambience to it.

Play it and enjoy scrolling through the screenshots:

 

 

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sVznRgC.jpg

 

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bXlyzeL.jpg


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#463
Pstemarie

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Beautiful city you've got there and an excellent showcase for all of the work Zwerk has put into Medieval City. I agree that this tileset has a certain ambiance to it that lends itself well to similarly themed projects. Keep up the good work!


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#464
The Mad Poet

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Thanks for the confidence. Project Q simply won me over with the quality of its assets, nice placeables, brilliant monster reskins and overall tone of the compilation. It's a little more more fitting towards a low-magic and gritty fantasy which fills the needs for my setting just perfectly. Not to mention the fantastic work of the armour pieces with which you can actually make some authentic suits of protection. Just brilliant!

 

Project Q is simply fantastic. Hit the sweet spot JUST RIGHT for what I needed custom content for. CEP is also great but has a lot of high-fantasy assets that I simply won't use for my setting.

 

I really couldn't agree more with you. Q definitely has a step towards grit found in Sword and Sorcery and Dark Fantasy like settings. CEP is all about that High Fantasy. Combined with the fact that Q overwrote much of the default NWN content in such a style was probably one of my top reasons why I chose it over CEP. Combined with Medieval City, and many of the tilesets Q either gave us, or added, it makes that atmosphere so much more delicious.

 

Zwerk, I've said it before, fantastic work. 

 

I was curious about one thing. Have you given thought to doing alternate textures for the city? I know you have a lot. I've combed through it and I know it has likely been incalculable hours put into just the texture work nevermind the actual modeling, but the addition of say... a winter alternative? I would absolutely love a hak that I could add over the medieval city hak to change the textures to reflect that kind of seasonal change. Perhaps a more dirty, more typical dark fantasy-gothic medieval styling like tattered rooftops, red windows for the castle, replace some of the wood texturing with pitted black iron, and have the plaster a bit darker and more worn?


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#465
Zwerkules

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but the addition of say... a winter alternative? I would absolutely love a hak that I could add over the medieval city hak to change the textures to reflect that kind of seasonal change.

A version with winter textures and some models changed to have deeper snow at some places and the walkmesh materials adjusted is something I'll make after I finished this tileset and about five others and two placeable haks and a few robes and this and that and when my module is finished, probably around 2020 :P
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#466
Tonden_Ockay

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Nice work on a fantastic looking city.

 

I love this tileset as well, but I have found when I use it that I want to make the area's nice size so I can show it off.

 

Question if I may what size are these area's?



#467
Tonden_Ockay

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Oh and I like the music as well  :)

 

 

 

Zwerkules like I have said before I love your work. So I look forward to see what all you do for NWN. Thanks again for what you have given all of us so far.



#468
Tonden_Ockay

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Will allies ever be apart of the Medieval City Tileset?



#469
The Mad Poet

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A version with winter textures and some models changed to have deeper snow at some places and the walkmesh materials adjusted is something I'll make after I finished this tileset and about five others and two placeable haks and a few robes and this and that and when my module is finished, probably around 2020 :P

 

LOL. Look forward to it!



#470
VeeTpl

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Nice work on a fantastic looking city.

Thank you, kind Sir.

 

 

Question if I may what size are these area's?

Now, without even referring to the recent debate about module area sizes (which I found very infomative, BTW, I'll try to contribute some thoughts of my own) I find it vitally important to highlight the scope and importance of certain districts.

 

Take the Docks section for example. It is a 32x32, yes. While they cover all 32 tiles in the tileset's width, the length takes only about 5-6 tiles starting from the North. Some of the dock elements stretch over to 7, 8 or even 9 tiles Southwards. Why? Because I wanted to show off the scope of the Virmiya Gulf (geographically speaking of my setting), therefore I have filled over 70-80% with stretching water tiles to give that feel of an expanding water South of the docks. Yes, I know tilesets give that generic extension but it didn't feel quite right. The sudden change in lightning (the 'off-limit' areas are significantly darker) imposed a strange contrast that just didn't feel right. That's why I opted for stretching water tiles and put a few occasional ships here and there to give an illusion of constant sea traffic near the docks (lore-wise, Nelveris, the city is one of the major trading hubs in the Carsarate of New Veritum).

 

To build up on the concept, I have taken some ocean/sea sounds and put them at the very Southern edge of the area with the sound stretching all the way to the most exposed parts of the dock. You won't hear them while traversing through the urban segments (you can see on the screens they are in the background on a higher elevation) but by wandering about the docks, the faint sounds of the wild water can be heard. These sounds are on a constant loop and include two versions - Day and Night. At Day, the sound is pretty faint and I found it disruptive when paired with the rest of the Docks ambience sounds therefore left it quiet and subtle. The Night version has increased volume and it feels only natural, given how the docks themselves are rid of any major traffic that happens there during the day. Merchants, sailors, soldiers, armies, wanderers, workers, labourers, engineers, officers, diplomats, smugglers and what have you are gone by night.

 

 

For the Market area I started at first with a 20x20 area. But it literally felt unnecessarily large. Given also how many placeables are present (all the stalls, statues, food baskets, etc.), the number of NPCs present (with a very modest schedule but enough to give it life) and the exhausting work I put into creating sound ambience (ie. there were NUMEROUS sounds within the area of the stalls; butchers cutting meat, wooden planks being lifted and put down, groans, laughs, whinings, conversations, groups applauding, general populace and that one general sound on a loop that was to create this striking ambience of a busy square) - it just slowed performance by a little too much for comfortable use. After all, what I wanted to highlight is the market itself and the Bank of Nelveris (the big Romanesque temple above the Market area).

The idea at the beginning was to use a general 'city crowd' looping sound that came from the centre of the Market area and extended onto the outer edges of the same toolset area. The result was that I didn't need it to be this big, especially at the cost of performance. A small little trick I applied (taken actually from one of the sound design tutorials on the New Vault, really helpful stuff) was to put that looping sound at the edges of SURROUNDING areas in the toolset so that there was a clear audio clue that you were heading towards one of the busiest parts of the city. Of course, the sound itself had to be quiet enough as to be subtle and give clues rather than force the ambience.

 

The last kind of features district you can see on the screenshot (castle on the elevation, group of soldiers, the altar with the two statues) is the House of Vorius. Even that only ended up about 12x20. The difference in shape is because the House of Vorius has this sort of this large balcony extension to their mansion that gives somewhat an overview of the city. For that purpose, I literally just filled it with the Buildings tile and being 2 elevations lower - it just created this sort of indistinguishable mess of an urban space.

 

 

In general, I try only do largest areas for the outmost exterior parts of the town. My city gate area is 12x32 with the longer bit extending the Imperial Road because the revelation of arriving at the place should be delivered in a subtle manner. I don't find the (main) city gates suddenly popping up after the loading screen that immersive.

 

I am by no means a professional or even experienced builder, although I did work with it for so many years. Except I think now it's time to share a little bit more with the community rather than nothing. :)

 

 

Sorry for the long post, folks. Had to.


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#471
Tonden_Ockay

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No need to apologize for the length of your post. I for one found it very informative and love to learn from others experience’s.

I enjoy making large areas that shows off a tileset like this as well. It’s always a struggle to find what size gives you the look you want but doesn’t hurt the performance of your module.

 

Thanks for the insight



#472
VeeTpl

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Just out of interest, just posting the Docks area in question. (area is turned counter-clockwise by 90 degrees)

 

hvi47zE.jpg

 

The key was to make it appear it is busy - three main ways to go about it.

- Density of ships docked, in docking or out in the sea

- Lots of crowded space towards the edge of the map which connects with the rest of the city

- Narrow and numerous docking extensions to the mainland

 

And of course, the question of music, sound effects and NPCs that populate the area. Can't really much about the latter two at the moment, but the music choice was quite clear for me. I wanted something that felt like a busy dock, full of life and dust, and had a good Renaissance vibe to it. Enjoy.

 


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#473
Tonden_Ockay

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Looks great, I really do like it a lot. But I wonder how something like that will do in a module with a few hundred areas in it.

 

Oh and I like the music as well. 



#474
NWN_baba yaga

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Outstanding use of this tileset. Shows how beautifull it realy is :)

I guess a builder can do the showcase much better then the one who is working on it. I know this from my case... :D


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#475
The Mad Poet

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Outstanding use of this tileset. Shows how beautifull it realy is :)

I guess a builder can do the showcase much better then the one who is working on it. I know this from my case... :D

 

I think every builder can show something different. With the sheer nigh-infinite number of possible combinations a tileset can make every builder can show a different side of what can be accomplished. It's precisely that reason I like multiple builders on any project. Someone may do something you never thought of trying.