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Medieval City


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#476
VeeTpl

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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.

Thanks again. I really did not design it with PW-scale in mind. However, I do want to use the city for private DM'd sessions for my friends and players interested. We'll see, but I figure with a DM and maybe a team of 2-3 players it shouldn't be a large issue.

 

Besides, I do plan to split the campaign into chapters, the first focusing almost entirely just on the city I'm building which shouldn't be more than 30-40 exterior areas.

 

 

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

Thanks a lot. But do remember without the contribution to the community like yourself we wouldn't have even a chance to show off! People like you have a much greater hand in all these showcases than you might think.

 

So thank you, from the bottom of my heart, for continuing to support the Custom Content Scene for this game to this very day and hopefully in the future.

 

 

And 100% agreeing with The Mad Poet here. I personally didn't see someone going for such a theme like the one I'm building myself therefore I decided to capitalise on it and explore to what extent I really can utilise the tileset for.

 

I still think Avernostra is one of the BEST examples on how to use the tileset to its full potential, and the Victorian/Gothic theme compliments that so amazingly well. I played a bit on Avernostra (a Kurz character) a while ago myself and was very impressed with the design. This might as well be a reason ON ITS OWN why you should give that server a proper look.



#477
The Mad Poet

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Though I'm totally in appreciation of the compliment (seriously), this thread is about Zwerkules work. I'd much rather compliment him.  :D



#478
Tonden_Ockay

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Ok I am using

 

Project Q

Medieval Extras hak

Medieval City hak

 

In this order from top to bottom. I added the doors and placeables lines from the Medieval Extras 2da file to the q_2da.hak files. Some of the doors (generic doors I think) and the placeables are now working for me. However the medieval custom dummy door window’s and a few others like double doors still isn’t working. I’m not sure what else to do. I went line by line making sure I updated q_2da.hak with all the lines form medieval.

I’m new at this and not sure if I may be missing something?   



#479
henesua

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put the medieval city stuff above Q.


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#480
Tonden_Ockay

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Thanks " henesua " I put medieval stuff at the top with medieval extras (with the updated 2da files) above everything and Bing it works.

 

Ok I need to post this somewhere so people can just download it. May be I could help save someone some time or something. 



#481
Tonden_Ockay

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Hi Zwerkules

 

Is there any chance you will be adding 

 

 

Waterfalls using non walkable water?

 

qs11qv.jpg

 

 

City Docks?

 

a32vs0.jpg

 

 

Alleys for city buildings?

 

1114980425fullres.jpg

 

These are things I would love to see Medieval City have. I know I'm one person and that all this requires work and it might not be something you care/want. So I'm just asking if these are things that you might add to your tileset or not?

 

Thanks for this lovely tileset of yours, all you hard work, and your time.



#482
Fester Pot

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Medieval City already has alleys, and beautiful tilefade included so you can see your character inside. Docks are available as well. We use these features exstensively in a PW I like building for, so they exist already.

 

FP!


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#483
Tonden_Ockay

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Thanks for the insight Fester Pot, however I don't have them. Could you point me to where the addon that has these are?

 

If I get those two then all I would really would want/need for my module would be the waterfalls.



#484
Fester Pot

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To make alley - Terrain, Building. Then use Terrain, Road split through the placed building terrain.

 

To make docks - Groups - City - Docks; or for one that extends into the water, Terrain, Bridge.

 

FP!


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#485
Tonden_Ockay

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Thanks Fester Pot I never thought of trying to use the roads through the buildings. It works great and I love it.

 

On the other hand I have tried using Terrain Bridge to extend into the water which is what I want but you can't have ships docked to it is all. This may be something I will just have to deal with.

 

Thanks for your time and insight Fester Pot.



#486
VeeTpl

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Zwerkules.

 

I know you are busy working to bring us the next toolset update but I'd like to make a tiny request that doesn't involve any new meshes.

 

Basically, I'm talking about the ships for Groups->Water part in the 'Paint Terrain' Tool. Any chance you could add-on the ship models without sails but standalone (without the need to attach them to a Cobble terrain)? If possible, please.

 

 

Thanks so much for your continuous work on the tileset!



#487
Zwerkules

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Basically, I'm talking about the ships for Groups->Water part in the 'Paint Terrain' Tool. Any chance you could add-on the ship models without sails but standalone (without the need to attach them to a Cobble terrain)?

 

 

That's possible. I'll put them in the next update.


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#488
Pstemarie

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Ok I am using

 

Project Q

Medieval Extras hak

Medieval City hak

 

In this order from top to bottom. I added the doors and placeables lines from the Medieval Extras 2da file to the q_2da.hak files. Some of the doors (generic doors I think) and the placeables are now working for me. However the medieval custom dummy door window’s and a few others like double doors still isn’t working. I’m not sure what else to do. I went line by line making sure I updated q_2da.hak with all the lines form medieval.

I’m new at this and not sure if I may be missing something?   

 

If you're using the Q Updater to keep Q up to date, it'll overwrite any changes you've made to the Q haks. Also, as Zwerk pointed out, by placing the medieval haks about Q, you don't need to modify anything in the Q haks.


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#489
VeeTpl

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That's possible. I'll put them in the next update.

Thank you. Eagerly awaiting the update.



#490
Zwerkules

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I uploaded an updated version at the vault yesterday. The two ships are included. I haven't checked what I added since the last update, but I'm sure the arena is new and the possibility to have waterfalls on cobble/building terrain is also new.
 
arena.jpg


waterfalls.jpg

 


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#491
The Mad Poet

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Beautiful sir, just beautiful. Downloading now to play with it.


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#492
Pstemarie

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I like it. Too bad I'm too busy with Q atm to play with it much.


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#493
YeoldeFog

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*Applause* It will be very handy! :)


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#494
The Mad Poet

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Well just off the bat I noticed the following:

 

Features:

Pub, Corner

Shrine, Corner

TNO House 1-3

 

Groups

Bridge between Houses (Beautiful feature BTW)

Small square

Arena

Plaza

 

Though for the life of me I can't figure out how you managed to get that little waterfall in the second picture there between stairways. 



#495
VeeTpl

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Best news all week.

 

Thanks so much! And for the ships!


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#496
Zwerkules

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Well just off the bat I noticed the following:

 

Features:

Pub, Corner

Shrine, Corner

TNO House 1-3

 

Groups

Bridge between Houses (Beautiful feature BTW)

Small square

Arena

Plaza

 

Though for the life of me I can't figure out how you managed to get that little waterfall in the second picture there between stairways. 

You found nearly all of them except for a feature (construction site) and a group (estate 4).

The TNO houses were experimental and I won't use them, but I left them in.

 

Building the waterfall has to be done in a specific order because it would have taken dozens of new tiles to make it possible to build it in any way people can think of.

You have to start with cobble terrain, then raise it where you want it to be raised. The next step is placing the water terrain, first on the lower terrain then the higher terrain.

After that place buildings on the lower terrain then the higher terrain (always build from the lower terrain to the higher terrain).

I also made some tiles just so placing these waterfalls is possible. As long as the waterfall isn't finished with buildings on all sides, gaps will appear between sides that already have buildings and sides that don't have them. This will change when (if?) I make it possible to have wider waterfalls.


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#497
Tarot Redhand

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Are those instructions included in the documentation or do I need to copy and paste them from your post into a document of my own? Also, is it just the main hak that has been updated or do I need to download one of the other files on that vault page?

 

TR



#498
Tonden_Ockay

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WoW Thanks a lot Zwerkules I love all of it.

 

When it comes to wider waterfalls I really hope its when and not if. 

 

Thanks again for all you are doing for this community. Your like a NWN Rock Star  :D


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#499
Zwerkules

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Are those instructions included in the documentation or do I need to copy and paste them from your post into a document of my own? Also, is it just the main hak that has been updated or do I need to download one of the other files on that vault page?

 

TR

There is no documentation for building with this tileset. All the information on how to place larger groups with difference in terrain height and how to make alleys, etc is hidden in posts here. :P

 

The only thing updated is the main hak. Nothing changed for the other files and I haven't worked on the demo mod for a long time because nearly everything I'm adding now is stuff I need for my module, so that is where I test it.


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#500
YeoldeFog

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Sorry for not being up to date here. Is Medieval Rural a part of Medieval City, or is it a stand-alone hak? In my list of Haks I have both. :)