Medieval City
#201
Posté 06 janvier 2012 - 05:02
#202
Posté 07 janvier 2012 - 02:33
#203
Posté 08 janvier 2012 - 08:14
#204
Posté 08 janvier 2012 - 08:19
#205
Posté 10 janvier 2012 - 10:47
TR
#206
Posté 10 janvier 2012 - 09:41
#207
Posté 10 janvier 2012 - 09:44
#208
Posté 18 janvier 2012 - 09:42
I do have one critique that may be just me though - the particular wall texture used for the stables (stonewall05 texture I think if memory serves) is a bit too photo realistic and is jarring when compared to your other textures. Again - its a subjective critique, but it just seems more harsh/sharp than the other textures used throughout the set.
Modifié par Tiberius_Morguhn, 18 janvier 2012 - 09:43 .
#209
Posté 19 janvier 2012 - 05:34
You're right about the textures. There are two similar textures, one with moss (stone052) and one without it (stone05). They looked too much like photos, but I don't think it was because they were too sharp.
I think if you use a blur filter on a texture it doesn't make it look less like a photo, it just makes it look like a blurred photo (or even worse like an NWN2 texture).
So instead of using a blur filter, I used 'sharpen' on the texture and a noise filter. I have never used the noise filter before because I thought it looked bad, but that's just because I never used the 'monochrome' option. With monochrome checked it is quite a good filter to make photos look less like a photo if you don't set it to much more than 5%.
The changed textures will be in the next update.
#210
Posté 19 janvier 2012 - 11:04
In order to use this to best effect when working from photographic references, I separate black/white value of the texture from its colors. And put these on different layers overlaying one another. That way blur never has any influence on the darks/light value balance of the texture. The grout lines of a brick wall for example would remain sharp, but the more subtle aspects of the color of the bricks and the color of the grout could be reworked broken down, repainted, recolored, etc....
This may be nothing new to you, but since you mentioned a problem with blur ruining your texture I thought I'd bring it up. Separating a greyscale layer from your color information eliminates this problem entirely.
#211
Posté 20 janvier 2012 - 12:52
#212
Posté 20 janvier 2012 - 02:49
I am able to do the same in Pixelmator which shouldn't have that much more functionality than Photoshop Elements.
#213
Posté 20 janvier 2012 - 05:56
http://www.gimp.org/windows/
#214
Posté 22 janvier 2012 - 10:30

I uploaded a new version to the vault today. My guess that I'd need about 100 tiles to make the wall crossers work between chasms and cobble and raised cobble was so wrong.
I've made nearly 200 new tiles for the chasm terrain and wall crossers between it and cobble terrain. Raised cobble terrain doesn't work next to chasms yet. It would take less than 50 tiles to make it work, but having a wall crosser between raised cobble terrain and chasms would need over a hundred tiles more and the cliff would be over 20 metres high.
I don't think I will make those tiles.
There will however be wall crossers between cobble and raised cobble terrain, so you could raise the cobble terrain on the tiles next to chasm tiles with wall crossers.
Modifié par Zwerkules, 22 janvier 2012 - 10:32 .
#215
Posté 23 janvier 2012 - 09:58
Edit: After som testing, it seems I can't pass through the "tunnels" I create down the chasm. An invisable barrier blocks the way.
Modifié par YeOlde, 23 janvier 2012 - 10:56 .
#216
Posté 23 janvier 2012 - 02:38
YeOlde wrote...
Hurray! *Downloading*
Edit: After som testing, it seems I can't pass through the "tunnels" I create down the chasm. An invisable barrier blocks the way.
I guess you try to pass under one of the rock 'bridges'. This is not a bug, but an engine limitation.
It is only possible to have the walkable part of a tile at one height. Since the rock bridges are walkable, you can't walk below them.
I didn't put any visible obstacles like rocks there because I intentionally left that to the builders who can put some placeable there if they like.
You can see where you can walk and where not if you look at the 3d grass. If there's 3d grass on the ground, you can walk there, if there's none, you can't.
I'll make a few tiles with 'door' transitions on each side of the rock bridges, so a builder can make a transition from one side of the rock bridge to the other and make unacessable parts of the map accessable to the PC.
Modifié par Zwerkules, 23 janvier 2012 - 02:40 .
#217
Posté 24 janvier 2012 - 09:17
That way you could simulate walking over and under by having two different areas that look identical, just using the different versions. Just as long as there's no way down or up in the one area
#218
Posté 24 janvier 2012 - 04:05
#219
Posté 13 mars 2012 - 09:40
I think I'll upload an update once I finished alleys without height differences and another update after I finished the alleys with height differences.
The ground in the alleys will not be paved. There'll be mud and puddles there instead.
Mecheon, those rock bridge tiles will also be in the next update.
Modifié par Zwerkules, 13 mars 2012 - 09:45 .
#220
Posté 13 mars 2012 - 09:48
Vibrant Penumbra wrote...
Oh, please please please gimme some really good, I mean bad dark, ambushy alleys :happy:
I hope you're happy now.
#221
Posté 14 mars 2012 - 02:37
You're such a sweety!Zwerkules wrote...
I hope you're happy now.
But... <_<
1) Your test mod is from Jan... no alley.
2) Your 3/12 update has no alleys in the palette, nor can I create them by jamming buildings together (unless there's a trick.)
3) Trying to create new area...
So. Happy? Well, happy with you...
Modifié par Vibrant Penumbra, 14 mars 2012 - 05:49 .
#222
Posté 14 mars 2012 - 03:43
I can create new areas without getting an access violation. I checked the set file and there's nothing wrong with it. Can you place bridges across water in already existing areas? Those bridges were the last tiles I added.
Are you perhaps using other tileset haks as well?
#223
Posté 14 mars 2012 - 04:17
*very small voice* oh.Zwerkules wrote...
I said I am working on the alleys. I never said they were finished.
I can create the area, but that violation worries me. Maybe something to do with an NVIDIA GeForce 305M graphic card on a laptop?I can create new areas without getting an access violation. I checked the set file and there's nothing wrong with it. Can you place bridges across water in already existing areas? Those bridges were the last tiles I added.
Bridges do work great, though. And I love what you and TM are doing with the lilly pads

Not yet. Just was really eager to play in your alleys!Are you perhaps using other tileset haks as well?
Modifié par Vibrant Penumbra, 14 mars 2012 - 04:18 .
#224
Posté 14 mars 2012 - 05:02
When the first version of alleys is finished you'll still not see an alley crosser on the palette. I'll use the road crosser as an universal crosser. It's a road when used on grass tiles, a paved road on cobble tiles (unfinished), wooden docks on water tiles (also unfinished) and alley on building tiles.
At a later point I'll add alleys that will be the same as the other alleys except that they'll have no night/day animations and the houses will have cracks in the walls and holes in the roofs. I'll add an alley crosser to the palette for those 'dark' alleys.
#225
Posté 14 mars 2012 - 05:27





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