Medieval City
#176
Posté 05 novembre 2011 - 09:16
#177
Posté 05 novembre 2011 - 09:50
Modifié par Quillmaster, 06 novembre 2011 - 09:09 .
#178
Posté 06 novembre 2011 - 05:03
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?
This is really strange because I took that screenshot right before I placed the group. I didn't change a single thing. It worked without raising the grass terrain which Six had to raise to make it work.
It might even have worked if the raised cobble terrain had been raised grass. The really important part is that you place the water and raise the terrain that should be the cobble terrain. It won't work without doing that, but I didn't have to raise the grass terrain, that happened automatically and I also didn't have to change some of the cobbles to grass. That also happened automatically.
@Six: I'll make those groups and features.
@Cestus Dei: If you look at the pictures provided by TSMDude and Ben Harrison in this thread (the third one from TSMDude and the second exterior one from Ben Harrison) you'll know what my inspiration for the dwarven temple is.
@BlackRider: No wonder the townwalls reminded you of the walls of Rothenburg, because those walls were my inspiration, together with some towers from Osnabrück and from Kreuzenstein.
@Quillmaster: Sorry, no shadows. I removed the shadows that worked because there were other shadows that just wouldn't work even when using simplified meshes to cast the shadows. The thing that irritates me the most about shadows is that the engine seems to think that one shadow cast at the same place as another shadow equals no shadow at all
Modifié par Zwerkules, 06 novembre 2011 - 05:37 .
#179
Posté 06 novembre 2011 - 09:08
Shame about the shadows, although I understand that sometimes one has to make sacrifices for the betterment of the whole.
Keep up the good work
#180
Posté 06 novembre 2011 - 12:42
#181
Posté 06 novembre 2011 - 06:50
Ahh, Those'll do. I thank ye.Zwerkules wrote...
@Cestus Dei: If you look at the pictures provided by TSMDude and Ben Harrison in this thread (the third one from TSMDude and the second exterior one from Ben Harrison) you'll know what my inspiration for the dwarven temple is.
#182
Posté 06 novembre 2011 - 07:27
I seem ta be having other problems, then:Quillmaster wrote...
My problem with bridge placement in the end seemed to be that the grass on the south bank needed to be 2 tiles deep which wasn't immediately obvious from the screenshot, but I got there in the end.

- Will not place as a corner group surrounded by grass
- Will place on the edge surrounded by grass
- Will not place on edge if upper right is cobble
- Will place on edge if upper left is cobble or grass
- will place on edge if completely surrounded by un-raised grass
- result of the last.
[drains his mug and calls for more]
#183
Posté 06 novembre 2011 - 09:28
Placing the group near an edge works better because there are fewer tiles that have to be raised.
If you raise the grass terrain to the south in your first picture, you'll be able to place the group.
Placing the group like you tried in the third picture doesn't work because there's some grass terrain that has to be turned into cobble terrain and has to be raised while at the same time there's some cobble terrain that has to be changed to grass. If you do that before you place the group, you shouldn't have problems placing it.
Modifié par Zwerkules, 06 novembre 2011 - 09:29 .
#184
Posté 08 novembre 2011 - 12:25
Aye, that's got it.Zwerkules wrote...
My guess is that there is only a limited number of actions the toolset can do at a time (especially when it comes to removing doors *sigh*).
Placing the group near an edge works better because there are fewer tiles that have to be raised.
If you raise the grass terrain to the south in your first picture, you'll be able to place the group.
Placing the group like you tried in the third picture doesn't work because there's some grass terrain that has to be turned into cobble terrain and has to be raised while at the same time there's some cobble terrain that has to be changed to grass. If you do that before you place the group, you shouldn't have problems placing it.
Good ta keep in mind.
*shakes head sadly*
Never thought I'd see tha day me tools were lazy.
#185
Posté 13 novembre 2011 - 11:25
- roads leading up raised grassy areas
- a neat connection of roads on grass towards cobble
- footpaths and a few more little huts/houses on grass? (This way, the tileset could also be used for nice rual places)
... well, just a whishlist
#186
Posté 13 novembre 2011 - 01:40
There'll be a separate rural tileset anyway which will have a terrain at half the height of the grass terrain which can be used between grass terrain and raised grass terrain where you don't want the slopes to be so steep. It will also have a ridge crosser. These are all crossers and terrains I don't want to include in this tileset to keep the tilecount low.
Most of the things on your wishlist are also things that should go into the separate rural tileset. Except for the roads on grass crossing over to cobble terrain. Those obviously have to go into the medieval city tileset. And since there already are roads on grass in this tileset I'll also make them work on hills - if I can still fit them in after I added the terrains I still have to make.
The huts, houses, windmills, watermills and quarries will be in the rural tileset, along with fields and a coast.
Modifié par Zwerkules, 13 novembre 2011 - 01:42 .
#187
Posté 13 novembre 2011 - 08:18
Ok, I like tilesets, which can be used in more than "just" one direction, so people don't have to download too many additional content to play a server. But your argument, to not let it grow too large, is a good one. ATM your tileset shows up pretty fast within the toolset, which is good! I'm using some, which take way too long (IMO) to open - but too late to step back for me...
So, to keep it low is a good idea.
It's just a wish and thoughts from my side! Your're the creator! And it's a jewel already.
#188
Posté 23 novembre 2011 - 05:02
#189
Posté 25 novembre 2011 - 11:43
#190
Posté 26 novembre 2011 - 12:44
#191
Posté 26 novembre 2011 - 10:45
When I used the standard Exterior Dark Visual my framrate was around 16 FPS
When I turned all the Main Light black, my framrate changed to 155 FPS
#192
Posté 26 novembre 2011 - 11:46
Zwerkules is the expert though. Sometime back he and LoW and others attacked this problem.
#193
Posté 27 novembre 2011 - 11:48





And the final picture is a screenshot with my properties on a 15x14 area, full with lights
Modifié par YeOlde, 27 novembre 2011 - 11:50 .
#194
Posté 15 décembre 2011 - 07:49
All the tiles which have those lights and which I edited again after I had changed nDynamicType to 1 have set that value back to 0. I know for sure that I didn't set it back, so this must happen when exporting the tiles from gmax.
From now on each time I change one of those tiles with the orange lights in the windows I'll check the file in a text editor afterwards to make sure nDynamicType is still set to 1.
I'm checking all the tiles with the orange lights in a text editor now (nearly done). With the next update this bug will hopefully be crushed once and for all.
EDIT: I finished checking the file and most of them were okay, except for those you have in your screenshots and one other tile (tcm01_c18_04) which probably caused the worst lag because it had two lights which had nDynamicType set to 0.
The tiles that cause lag now but will be fixed in the next update are:
tcm01_c01_01
tcm01_c01_05
tcm01_c04_02
tcm01_c04_06
tcm01_c04_07
tcm01_c18_04
If you want to avoid lag there's one more thing you should make sure and that is that you don't use many tiles with the conifers on them. I once changed every tile that has a variation with one of those trees on it to that variation to get a lot of trees because it looked nice, but that caused bad lag.
Usually there are enough tile variations without trees though, so that this won't be a problem.
But if your area is laggy and you see that you have a lot of those trees in it, change some of the tiles to variations without trees.
Modifié par Zwerkules, 15 décembre 2011 - 08:48 .
#195
Posté 23 décembre 2011 - 03:04
#196
Posté 23 décembre 2011 - 01:05
This harbour crane tower will be in the next update. It will also be possible to place buildings next to water, but there are only a few variations for most of the tiles yet and a few tiles are still missing.
Modifié par Zwerkules, 23 décembre 2011 - 07:03 .
#197
Posté 23 décembre 2011 - 07:39
#198
Posté 01 janvier 2012 - 10:09
This is what buildings next to water look like:
#199
Posté 01 janvier 2012 - 10:33
#200
Posté 02 janvier 2012 - 03:48





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