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Medieval City


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#126
Zwerkules

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I uploaded an update of the tileset which now has all the tiles needed to draw town walls between grass and cobble terrain.

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I'll now make townwalls between cobble and water and between cobble and trees.

#127
Quillmaster

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I'm really loving the look of this, and hope to use it in Chapter Two of The Relbonian Chronicles, but what I really need to know is, if I start using it now, will updates render any work I do obsolete?

#128
Zwerkules

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No, future updates only add to the tileset or fix bugs. If you only need the tiles that are already there, you can use them now and your areas will still work with future versions of the medieval city.

#129
_six

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I have to say, not being able to have wall corners without towers is quite limiting. I like to indent my city gates a bit from the outside wall (so there's something of a killing floor for any hostile trying to get through the gate), and having to have towers clustered together just looks wrong somehow in that layout.

Still, fantastic work with the update as always.

#130
Zwerkules

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There will be corners without towers as well as round towers for the 'I'-wall parts. There will also be more than just one gate. I'll make at least one more 'normal' gate and a gate with a drawbridge. Up to now placing water next to the town walls wasn't possible, so there was no need for a drawbridge, but I have finished most of the tiles needed for placing water next to the walls. After I finished all of them, I'll make bridges, but there won't be an extra crosser for them.
The road crosser will serve as a kind of universal crosser. On grass it will be a road, used on tree terrain it will be a path, in the city it will be a dirt road, on building terrain it will be an alley and on water terrain it will be a bridge.

#131
Quillmaster

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Some dock options would be nice.

#132
Taino

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WOW!!!! NWN 1 keeps getting better and better, even though its an older game. Thank you for your hard work and thank you to others who keeps making this game more enjoyable!!!

#133
Zwerkules

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I've been trying to upload an update for a while now, but there were problems with the vault. Yesterday the upload worked (while today I tried to upload a version of the mines tileset and got error messages again).

It is now possible to place water next to the townwall crosser. Even without any variations of the tiles I needed over 40 tiles just to make this possible and I made a number of variations for most of the new tiles. That's why it's been a while since the last update. I also added ships. Most of them are from the TNO tileset, but one was made by Brother Roth.

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I included corners without towers now.

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Two ships, one from the TNO tileset and one made by Brother Roth.
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#134
OldTimeRadio

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Beautiful!

#135
_six

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Om nom nom.

#136
Failed.Bard

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Another great update, Zwerkules.

You'd asked awhile ago for ideas for tiles to add, and there were a couple I could find uses for that I didn't see in the options.

The only city wall gates I saw (the townwall crosser variety) were towers that used a door to either side. Is it possible to get a porticullis style town wall gate? I'm assuming it would have to be a tower so there wasn't an unwalkable upper stretch of town wall.

The other is a damaged section of town wall, rubble around it, but a walkable path through it still. Cobble one side and grass the other, preferably. This one would allow the set to more easily make an abandoned or ruined appearance to a town with it, even without changes to the buildings.

#137
WebShaman

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I am really, REALLY liking how this is looking, Zwerkules!

#138
Zwerkules

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Failed Bard, in one of the previous posts I already mentioned that I will make more city wall gates. I said I'd make bigger ones (1x2 tiles) and drawbridges, but I'll also make one with portcullis.

Damaged buildings and townwalls were also on my to-do list, but at the very end of it. But if you just need a couple of destroyed town wall tiles, I can make those earlier.

Should the walkable path lead over the rubble from one end of the townwall to the other or do you mean a path through the rubble from the grass side to the cobble side?

Modifié par Zwerkules, 19 septembre 2011 - 05:57 .


#139
Failed.Bard

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Zwerkules wrote...

Failed Bard, in one of the previous posts I already mentioned that I will make more city wall gates. I said I'd make bigger ones (1x2 tiles) and drawbridges, but I'll also make one with portcullis.

Damaged buildings and townwalls were also on my to-do list, but at the very end of it. But if you just need a couple of destroyed town wall tiles, I'll can make those earlier.

Should the walkable path lead over the rubble from one end of the townwall to the other or do you mean a path through the rubble from the grass side to the cobble side?


  I was thinking from grass to cobble on the damaged section.  A wall breach for enemies to pour in through, essentially.
  There isn't really any rush though, especially if you're already planning to add it in a later update.  Those were just the only things I didn't see in the set, that I thought I might be able to get some use out of if they were made available.

#140
Estelindis

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This tileset is sweet and delicious. Thank you for making and sharing the awesomeness.

I know that the wall terrain can allow one to make a keep containing buildings, but I'd love to see a castle terrain for the rulers of the city to live in. In your own good time, of course. ;-)

#141
henesua

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While I too would benefit from what Este is requesting. I think it would be more worth while to have a separate tileset for the castle terrain, BUT additional groups in this set that lend themselves to a seamless transition from the city proper to the keep.

What I am missing to achieve this is a sheer two story castle wall. At present raising the cobble terrain creates the TNO style castle walls, but I can't (in the toolset) make a sheer two story castle wall tile. (If there is a trick to this please let me know.) A few groups of imposing gate houses in different styles appropriate to the entry of a lord's keep would be awesome. You've got some of these as a good start but a few more options would work very well for me.

I want to add that I am a huge fan of focused but versatile tilesets. I think you've got that going now, and beautifully. My plan with this set for example was to use it as the more upscale part of the city. The TNO set for the castle. And use Six's wildlands for the slums.

Modifié par henesua, 01 septembre 2011 - 03:10 .


#142
Estelindis

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Personally, I was thinking less of a TNO-style castle and more of a thematically-appropriate version of the City Exterior castle terrain - a fancier-than-normal terrain that comes across as one building rather than lots of conjoined small ones. But I can always make it myself if no one else cares for such a thing, so it's really no big deal. ;-)

I'd like to echo what Henesua said about focused but versatile tilesets. They're wonderful. This is wonderful. It doesn't set out to cover every eventuality, but to cover well the theme it represents. Accordingly, you have a bit of rural stuff to show the transition from rural to city terrain, but you don't try to put as much rural as city terrain in here because this is ultimately a city tileset. Perfect!

Modifié par Estelindis, 01 septembre 2011 - 12:16 .


#143
Zwerkules

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Zwerkules wrote...

There will be alleys, but first I have to finish the walls and then the docks (with a few cranes and warehouses) after that I will make the alleys, which will also work with raised terrain.
The lowest on my list of things to add is building terrain placed next to or in the water. This I will only make after I finished the walls, docks, alleys, castle terrain and the groups like smithies, inns, temples and the like.
Oh, there'll also be a cliff terrain to go with the castle terrain and the drawbridges.


I just quoted this so you know what I have already planned for future updates of the tileset.
I will certainly add a castle terrain to this tileset. It will only be possible to place it next to cobble and raised cobble terrain and you will be able to place city wall crossers next to it. This won't take a lot of extra tiles so there is no need for a separate tileset. The castle terrain will work like the insula terrain in the Roman City tileset. Instead of a garden it will have cobble and dirt on one side. There will be a few groups like stables, huge towers and other buildings that can be placed on the castle terrain.
As for what it will look like: I had a black and white drawing of a castle and I wanted my castle terrain to look pretty much like that - then I saw the movie 'Season of the Witch' and I thought the castle they filmed at looks very similar to the one in the drawing. I've only found out that they filmed in Croatia, Austria and Hungary, but not the names of the castles, so I can't provide a link to photos of that castle yet.


Edit: It is Burg Kreuzenstein in Austria. I found a website with very detailed photos. http://www.burgenkun...reuzenstein.htm There's not much text there and it is only available in German, but the photos have a good quality and show a lot of details.

Modifié par Zwerkules, 01 septembre 2011 - 03:13 .


#144
Estelindis

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Thanks, Zwerkules. I had a feeling you'd already mentioned it somewhere in the thread, but I couldn't recall where. :-)

The architectural style in those photos looks gorgeous and quite distinct from any castle terrain currently available in NWN.  I look forward to seeing your 3D interpretation of it.  ;-)

Modifié par Estelindis, 01 septembre 2011 - 03:26 .


#145
henesua

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Sorry for not reading the thread when placing a request. Thanks for all your work Zwerkules. I particularly like the insula terrain in the Roman City Tileset. That sounds great.

#146
Zwerkules

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This is what I am building at the moment. I made the wall crosser work next to raised terrain because it will also be used as a castle wall. You could for example build the city at ground level and have some raised terrain within it for the castle. The lower wall of the town can also join the higher wall of the castle.
You only need grass around the raised cobble terrain because the higher walls only work between grass and cobble, not between cobble and cobble.

Posted Image

I haven't uploaded it to the vault yet because there's some minor problem. I haven't made raised grass terrain yet, so there is no way of making a hill lead up to a gate in the castle wall. There are also no high bridges yet that can be placed between two raised terrains.:blush:
So at the moment there is no way to get up to the raised part of the area if it is completely surrounded by a wall. That makes it kind of useless.:P
I'll add drawbridges, ramps and raised grass terrain soon and then upload the new version of the tileset to the vault. I'll also add a group with a winding path leading up to a castle gate and a gate with a drawbridge crossing a river.

Modifié par Zwerkules, 18 septembre 2011 - 08:41 .


#147
OldTimeRadio

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Looks great though!

#148
NWN_baba yaga

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Excellent as always. Its realy a dream tileset;)

#149
_six

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fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff

Although, any chance of having some scattered rocks at the bottom of the cliff to break it up a bit? The straight line is a bit unnatural.

#150
henesua

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_six wrote...
Although, any chance of having some scattered rocks at the bottom of the cliff to break it up a bit?


That is what placeables are for.