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Medieval City


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#151
Zwerkules

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I would have placed boulders there if there had been any room, but there is none. The edge of the town wall is already 2.5 m from the tile center, and I used about 2 m for the cliff, so there's 0.5 m left at the most, not enough for boulders.
So what I was going to do was adding placeables to the tileset. There'll be boulders, trees, bushes, balconies, shutters that can be closed for some of the windows, flags and standards and a few wall fragments.
The boulders will match the cliffs so that they can be placed at the bottom of them.

#152
Rolo Kipp

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<stares open-mouthed...>

You are my hero, Z!

You are building *exactly* the tileset I always wanted to <have someone else> build :-)

<...and drools in pools>

#153
Zwerkules

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Maybe dwarves are 'build' for building.;)

Modifié par Zwerkules, 19 septembre 2011 - 05:55 .


#154
Rolo Kipp

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<trying to look...>

Zwerkules wrote...
Maybe dwarves are 'build' for building.;)


When <if> I get comfortable with Max, I hope to return to the Dwarven Citadel. In particular, the Ril Door and the Crystal Gardens...

Gaia! It's been a long time since I thought of that...
hold on...

Hey! Some of my old stuff is still on the Vault.. and in the wayback machine! =) Cool!

Er, excuse me... Let me wake up an old friend...

<loses a couple feet in height, gains muscle mass and temporarily misplaces his sense of humor>

Aye, of the elder races, there's them elves fer creatin' and them men fer destroyin'. But it's dwarves as do the preservin' an' buildin'.

<Mithradun Soulforge scowls>  Now, what's that fool wizard gone an' done?

<...short and grumpy>

Modifié par Rolo Kipp, 19 septembre 2011 - 06:48 .


#155
Zwerkules

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I uploaded an update to the vault today which includes walls on raised cobble terrain, raised grass terrain which works next to water and trees and this 2x3 group:

Image IPB


Image IPB


I didn't want the cliff below that bigger round tower to drop 5 metres in a straight line to fit the tile and I also didn't want to change the tile groups size to 2x4 and add a tile with grass next to the tower. If I had done that, there'd always have been just that tile next to the tower.
Now you can place dozens of different tiles next to it. There can be a moat, a river, trees, etc. About 1.3 metres of the cliff will be in the tile next to the tower tile and players can walk into those parts of the cliff. I intentionally left it that way so the tile group can be used more flexible.
It is up to the builders to block off access to the part of the tile where the cliff 'overlaps'. I hope I won't get too many bug reports because of that. :P


I also hope you like the waterfalls I made. I didn't like the way the water splashed down a cliff in the Bioware tiles when there weren't even any rocks at the edges of most of the waterfalls.

Modifié par Zwerkules, 03 octobre 2011 - 07:34 .


#156
_six

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ftw

#157
Jenna WSI

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Very impressive

#158
Raven_Xantrice

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Awesome! Have test it a little bit, but there is one bug I noticed: One of the groups with higher city terrain against grass with wall have an issues.
A picture of it:
Image IPB

Uploaded with ImageShack.us

#159
Zwerkules

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That's a typo in the set file. Instead of tcm01_i52_08, I wrote tcm01_i22_08 which is a similar tile without the raised cobble terrain.

#160
s e n

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amazing

#161
_NagaShadow_

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Very very beautiful tile...Congratulations Zwerkules!

#162
Zwerkules

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I've uploaded another update to the vault today. I have no new screenshots, but you can see two screenshots of a new corner tower in a youtube video I uploaded six days ago:



The problem with the typo in the set file is fixed, as well the wrong door positions of the doors for the city gates :whistle:tcm01_i07_02 and tcm01_i27_01. If you used these gates, you can either erase the tile (and its doors if they don't get erased) and place it again and the gates will appear in the right place or if you have made changes to the gates you don't want to lose, adjust their position. They have to be moved a little inwards and they have to be moved down to the nearest multiple of five (if they are at 10.2 move them to 10.0).

There are two small new problems which I will fix soon. :blush:
The fixes will be in the next update. In the new inn group there's a stable where the ground of the walkmesh is a little two low, so feet do disappear in the ground. There are also feeding troughs for the horses which are a bit too big.

Modifié par Zwerkules, 23 octobre 2011 - 09:38 .


#163
Quillmaster

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Great work. Love the dock cranes.... am seriously having to consider ditching some work I'd already done with a different tileset for a dock area. If you introduce any more additions as good as the current offerings that sway me in favour of re-building said area, I won't know whether to love you or hate you! ;)

#164
Zwerkules

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There's still a lot I have to add to this tileset, especially the docks aren't finished yet and I haven't started work on the castle terrain and the alley crosser yet. I don't know if the additions will be as good as previous ones.

#165
Vibrant Penumbra

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Zwerkules wrote...

There's still a lot I have to add to this tileset, especially the docks aren't finished yet and I haven't started work on the castle terrain and the alley crosser yet. I don't know if the additions will be as good as previous ones.

Oh, please please please gimme some really good, I mean bad dark, ambushy alleys :happy:

I can wait. :innocent:
Though it hurts. :blush:
A lot.:crying:
I'm just not made for waiting.:P
Pretty please?:D
:whistle:
Done yet?:)
I'm trying!<_<

#166
Zwerkules

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Sorry, I don't usually hurt anybody, but if you can't wait I'll have to hurt you because there's a dwarven and an elven temple, several other groups and some dock features I have to finish before I'll make alleys. Ohh, I am soooo mean :P:whistle:

Modifié par Zwerkules, 05 novembre 2011 - 12:12 .


#167
Fester Pot

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Looking forward to alleys myself. It is a must for any city tileset.

FP!

#168
Beerfish

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great job indeed.

#169
3RavensMore

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Did someone say alleys? ;)

#170
Quillmaster

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I haven't been able to place the 2*3 bridge shown above. Suspected it was a terrain height or type issue but despite many attempts I've had no joy. Am I missing something?

#171
Zwerkules

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The city walls will be placed automatically and the grass will be raised, but the cobble terrain won't be raised. You need raised cobble terrain next to water before you can place that group.

Since the formating gets destroyed, it is no use writing down which tiles you need, so I'll make a screen shot for you.

Image IPB

Modifié par Zwerkules, 05 novembre 2011 - 02:46 .


#172
Quillmaster

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Thanks for the screenshot. Still not working for me though :( I built exactly what I saw in the screenshot, but can't get the bridge to place anywhere at any angle. Anyone else having the same problem?

#173
Cestus Dei

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Quillmaster wrote...
Thanks for the screenshot. Still not working for me though :( I built exactly what I saw in the screenshot, but can't get the bridge to place anywhere at any angle. Anyone else having the same problem?

Aye, I have the same problem. Tried changing the cobble to other terrain, as well. Could not get bridge ta place.

That said, I truly admire this set.
Alleys can wait.  With content this good, I'll be happy with anything you put out, when you put it out.
That's fact.

Z, what is your inspiration/plan fer yer dwarven temple? If ye don't mind me askin' :-)

#174
_six

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It took me a while to realize the bridge is actually a corner group. I can confirm that laying tiles out as Z suggested and placing the bridge at the corner does work. Although the 'south' bank on the screenshot did need to be raised.

Edit: Bit of a personal request, could we have a version of i52_06 with a door access? I'd like to use it for an enterable tower in a keep.

Also it'd be really neat to have a bridge from one wall gate to another across a grass valley.

Modifié par _six, 05 novembre 2011 - 08:23 .


#175
TheOneBlackRider

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This really looks great! Especially those frame work houses and the (outer) city wall (shown in your movie), which reminds me a bit of "Rothenburg ob der Tauber". Good work!

Modifié par TheOneBlackRider, 05 novembre 2011 - 09:20 .