Medieval City
#151
Posté 19 septembre 2011 - 02:36
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
Posté 19 septembre 2011 - 04:32
You are my hero, Z!
You are building *exactly* the tileset I always wanted to <have someone else> build :-)
<...and drools in pools>
#153
Posté 19 septembre 2011 - 05:55
Modifié par Zwerkules, 19 septembre 2011 - 05:55 .
#154
Posté 19 septembre 2011 - 06:40
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
Posté 03 octobre 2011 - 07:22


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.
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
Posté 03 octobre 2011 - 07:47
#157
Posté 03 octobre 2011 - 10:41
#158
Posté 04 octobre 2011 - 12:19
A picture of it:

Uploaded with ImageShack.us
#159
Posté 04 octobre 2011 - 02:56
#160
Posté 09 octobre 2011 - 12:00
#161
Posté 09 octobre 2011 - 01:59
#162
Posté 23 octobre 2011 - 09:18
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.
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
Posté 04 novembre 2011 - 09:58
#164
Posté 04 novembre 2011 - 12:25
#165
Posté 04 novembre 2011 - 04:32
Oh, please please please gimme some really good, I mean bad dark, ambushy alleys :happy: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.
I can wait. :innocent:
Though it hurts.
A lot.
I'm just not made for waiting.
Pretty please?
Done yet?
I'm trying!<_<
#166
Posté 05 novembre 2011 - 12:11
Modifié par Zwerkules, 05 novembre 2011 - 12:12 .
#167
Posté 05 novembre 2011 - 01:17
FP!
#168
Posté 05 novembre 2011 - 01:21
#169
Posté 05 novembre 2011 - 01:34
#170
Posté 05 novembre 2011 - 07:28
#171
Posté 05 novembre 2011 - 02:33
Since the formating gets destroyed, it is no use writing down which tiles you need, so I'll make a screen shot for you.
Modifié par Zwerkules, 05 novembre 2011 - 02:46 .
#172
Posté 05 novembre 2011 - 06:57
#173
Posté 05 novembre 2011 - 08:05
Aye, I have the same problem. Tried changing the cobble to other terrain, as well. Could not get bridge ta place.Quillmaster wrote...
Thanks for the screenshot. Still not working for me thoughI 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?
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
Posté 05 novembre 2011 - 08:16
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
Posté 05 novembre 2011 - 09:16
Modifié par TheOneBlackRider, 05 novembre 2011 - 09:20 .





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