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Medieval City


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#51
Zwerkules

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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.

#52
OldTimeRadio

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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.

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.

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
Zwerkules

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This is what I've been working on this weekend:

Posted Image

Does anybody recognize the building? :whistle:

#54
Builder_Anthony

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Is it from a movie or something?

#55
Explodingrunes

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Real medieval cities usually started with open spaces, and then got built up out of tent cities and slums from that point on, making for a lot of streets that were rather tight (sometimes with buildings looming forward to almost touch each other across them). This could make a rather claustrophobic atmosphere. In NWN it can be created by alleys in some tilesets. So I second Eradrain's alley request.

#56
Explodingrunes

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I'm wondering if the night time frame rate others mentioned has been fixed yet.

#57
Explodingrunes

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I think the building was one of the houses from the original city tileset, though it looks heavily modified and quite beautiful like this!

#58
Bubba McThudd

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After playing around with this excellent tileset, my wish list would include;
- 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
Zwerkules

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Explodingrunes is right. It is the 2x3 house from the Bioware city tileset.
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 :P.
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
Zwerkules

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Someone, I think it was Henesua, asked for something like this:

Posted Image

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
Karvon

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Nice!

...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
Zwerkules

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I've always planned to make alleys and I will, but I'll have to make houses with fewer polygons, I guess.
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
Bubba McThudd

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I look foreword to the next version - I hope to use it in the sequel to Agrenost I'm currently working on. Have you sorted out the night time lag issue?

Thanks for all of your work!

#64
Zwerkules

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I got some more tiles for raised building terrain, but my first estimate that I'd need around 70 new tiles was wrong. Instead of 26 different tiles, I need at least 34 and I might find even a few more I forgot. For almost all the tiles I made 4 variations, so to make all possible combinations of raised building and cobble terrain possible I'll have to make about 120 tiles (I'll make a few tiles that only have two or three variations).
I've now finished about 60 of those.

Posted Image

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
Kendaric Varkellen

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Shouldn't the current variations suffice? 60 tiles sounds already like an impressive number, I don't think we really need to have every possible variation available.
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
Zwerkules

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The thing is that I first make a tile that is needed, like say one that has raised buildings in the two upper corners and raised cobble in the lower left one, then I make about four variations of that tile and since I also need a mirrored version where the raised cobble is in the lower right corner, I make that and four variations of that tile. Then I move on to another tile that is needed.
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
Estelindis

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Beautiful screenshots, Zwerkules. Really looking forward to the elven and dwarven temples too!

#68
Kendaric Varkellen

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Thanks for clarifying that, Zwerkules.
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
Zwerkules

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Thank you, Estelindis!

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 ;) building such a cathedral would take forever.

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
Zwerkules

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I finished the raised building terrain and uploaded an update at the vault. The framerate is still far too low at night though.

#71
Kendaric Varkellen

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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
Zwerkules

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Thank you for pointing that out, Kendaric. Something went wrong here and I have no idea how. :o
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. :unsure:

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
s e n

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tip: when you upload and update, be sure to slightly change the name of the file, or it may cause issues when downloading (windows crappy os), since in your temp system folder there is already that file and once the download has completed, it is possible that your older one magically appears in the place of the new one...
so, just change the name of the archive and everything will be fine :)

#74
Zwerkules

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Okay, I'll try that, but I never had problems with using the same file name before.

#75
Mdarkbyte

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Thats odd, I have downloaded a version at 18.05.2011 and it has a filesize of 15.481.606 Bytes . Is this the correct (new) version?