Medieval City
#51
Posté 09 avril 2011 - 08:26
#52
Posté 09 avril 2011 - 10:09
It depends on the geometry, of course, but I get unexpected darkening like that when I crank up the smoothing farther than I should on geometry which I should be splitting up into different meshes. Sometimes it's also a reminder that I need to weld all the verts in a mesh so it's all one element as well. It's not necessarily caused by just one thing. I've always leaned a bit too heavily on the Smooth modifier and then twiddled the Threshold after checking Autosmooth so I'm no expert, either.Zwerkules wrote...
The dark spots are due to smoothing groups. I haven't removed them all yet. Don't know why it is so dark at the bottom of the wall, but those dark spots disappear if I remove the smoothing groups.
You can see what I'm talking about by making a cube in Max, throwing a Smooth modifier on it and then crank up the Threshold past 90 after turning on Auto Smooth. See it flipping?
Modifié par OldTimeRadio, 09 avril 2011 - 10:12 .
#53
Posté 10 avril 2011 - 06:57

Does anybody recognize the building?
#54
Posté 11 avril 2011 - 02:17
#55
Posté 11 avril 2011 - 05:23
#56
Posté 11 avril 2011 - 05:36
#57
Posté 11 avril 2011 - 05:39
#58
Posté 11 avril 2011 - 06:58
- Alleys
- Docks/wharves
- raisable/lowerable grass and rock tiles
- possibly some sort of dry moat tile with a drawbridge
Keep up the good work!
#59
Posté 11 avril 2011 - 01:49
Bubba, I was planning to make everything you listed anyway except for raised grass and rock terrain because I want this to be a city tileset. The rural tileset will be a seperate one so I won't get more tilesets with over 2000 tiles
I only put in the tree terrain so you won't have endless grass tiles stretching to the horizon around your city.
Modifié par Zwerkules, 11 avril 2011 - 08:40 .
#60
Posté 21 avril 2011 - 09:08

These are the first tiles of raised building terrain that I have finished. I have at least two variations for each kind of those tiles, for some even six. Many others that will make every combination of raised and not raised building and cobble terrain possible are still missing, but I'm working on it.
Modifié par Zwerkules, 21 avril 2011 - 09:08 .
#61
Posté 22 avril 2011 - 03:06
...and I'll second the request for alleys, as I don't build cities without them anymore.
Modifié par Karvon, 22 avril 2011 - 03:08 .
#62
Posté 24 avril 2011 - 01:46
Since on an alley tile there will be at least two buildings, I'd almost double the poly count if I'd use the buildings I already made for those alleys.
At the moment I am still working on raised building terrain. Even if I just made one tile without any variations for each tile that is needed to make every possible combination of raised and not raised building and cobble terrain possible I'd need 26 tiles. For some of the tiles I'll have six variations or even more and at least two variations for every tile that is needed. I'll probably have to make no fewer than 70 new tiles to make this work. This will take some time.
After I've finished this, I'll finish the wall crosser, then the alleys and then I'll make some castle terrain.
Docks and ships will be added later along with some more groups and features like temples, a townhall and more houses.
If people really need it, I'll also make it possible to use the river crosser on building terrain (maybe with buildings build across the river) and building terrain surrounded by water.
#63
Posté 24 avril 2011 - 02:45
Thanks for all of your work!
#64
Posté 01 mai 2011 - 07:17
I've now finished about 60 of those.

By the way, I had 'trace fps' activated when I took that screenshot and the framerate was 43 at night even though there are plenty of lights and lit windows and smoke emitters here. Even more than in those areas where the framerate was down at 17.
The only difference I can see between these areas is that the one that has the framerate at 17 has smoke emitters I copied from the Bioware city tileset and the other one only has smoke emitters I copied from the TNO tileset.
I'll try and replace the Bioware smoke emitters by TNO ones and see if that helps (they look far better anyway).
#65
Posté 03 mai 2011 - 06:05
I'm more than happy to finally get this feature for a city set, even with limited variety.
Do you have a cathedral/church terrain planned for the set as well? I'm thinking of something along the lines of St. Paul's, Notre Dame or the one in Cologne.
#66
Posté 04 mai 2011 - 02:48
That means that those 60 tiles I already made are still not nearly enough to make raised building terrain work. Even if I don't make any more variations of the tiles I still need, I'll have to make 18 more tiles before the raised terrain works.
The tileset will have several temples. There'll be elven and dwarven architecture as well as human architecture. There won't be anything like a cathedral or church terrain. The elven temple will be the closest to a cathedral. If I make a human cathedral, it will be a group, not terrain and it won't look like St. Pauls, probably more like Tintern Abbey.
#67
Posté 04 mai 2011 - 06:02
#68
Posté 04 mai 2011 - 09:18
Tintern Abbey looks quite fitting as well, though I do think that something like the cathedral of Cologne would probably fit the architecture style best (even though it would likely be a massive undertaking to create that as a group, not to mention the polycount
Elven and dwarven buildings sound like a nice touch as well.
#69
Posté 05 mai 2011 - 02:26
Kendaric,
the poly count for a cathredral like the one of Cologne would be incredible high because of all those tiny spires. I've seen someone attempt to make something like that with a texture with an alpha layer, but that really didn't look well at all. I also plan on finishing this tileset one day
Bubba,
I am working on removing the night time lag.
Unfortunately I still don't know what could possibly cause it. Changing the smoke emitters made the frame rate go up a little in those areas I created that didn't have lag anyway while in those areas where the frame rate is at 17, it didn't improve at all!
It can not have to do with the poly count because the areas that have no lag use buildings that have a higher poly count than the other areas. They also have more windows.
That left me with the smoke emitters and the lights. Since changing the smoke emitters didn't help at all, I'll now have to make copies of the tiles that have lights and remove those lights to see if that helps.
I noticed another strange thing, the tile that causes the worst lag is one that is just a retextured tile from the Bioware rural tileset, the tile on which a road leads into the forest. Whenever I get near that forest edge, the frame rate drops even below 10. I still have to figure out why that is so.
Modifié par Zwerkules, 07 mai 2011 - 07:20 .
#70
Posté 20 mai 2011 - 04:45
#71
Posté 24 mai 2011 - 02:27
Zwerkules wrote...
I finished the raised building terrain and uploaded an update at the vault. The framerate is still far too low at night though.
Jörn, it's possible you uploaded an old(er) version by accident.
I seem to be unable to get the buildings to behave like they should under the current version, so unless I'm missing something the new building/raised combo seems missing.
#72
Posté 24 mai 2011 - 06:13
I uploaded a new version. All the new information is there and the new file size is shown (14.8Mb).
Medieval.7z 7z 14.8Mb 229
Medieval City tileset hak (without mini maps)
Last update (May 18th): Raised terrain works for building terrain now. Also added a few buildings (groups).
When I download the file it is only 13.5Mb, because it is still the same file as before I uploaded a new version. Guess I'll just have to upload again and see if it works this time.
I uploaded it again. The entry is saved, all the file information is changed, the new file size is shown, BUT when I download it, it is the old file again. I guess I'll have to ask Beyond the Pale what's happening here.
Modifié par Zwerkules, 24 mai 2011 - 06:38 .
#73
Posté 24 mai 2011 - 06:36
so, just change the name of the archive and everything will be fine
#74
Posté 24 mai 2011 - 06:39
#75
Posté 24 mai 2011 - 07:07





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