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medieval Rural by Zwerkules


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#151
henesua

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interesting idea.

If we had some models of stones with an aabb mesh, applied these as placeables, and put them in the stream, we would have the equivalent of stepping stones as they would alter the tileset's wokmesh by lifting it to their height.

#152
Zwerkules

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The latest version is only available at the new vault at the moment. The mountain rivers are finished as well as most water next to mountain terrain tiles.
It doesn't include this wizard tower and a few other features I made for my module yet:

Posted Image
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#153
Tarot Redhand

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Any chance you can change the links in your sig to point to its location on the new vault?

TR

#154
henesua

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Oooooo!

#155
Frith5

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henesua wrote...

Oooooo!


What he said. ;)

I believe it is here:
http://neverwinterva...ntains-and-more

Looking great!

-JFK

Modifié par Frith5, 13 octobre 2013 - 11:30 .


#156
KlatchainCoffee

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Apologies for posting it here, but I really didn't want to start a thread over this and I think it might be of interest to this tileset's creator (and a few others):

http://www.telegraph...Great-Fire.html

Modifié par KlatchainCoffee, 26 octobre 2013 - 12:48 .


#157
3RavensMore

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KlatchainCoffee: Wow...just...wow. That was really remarkable.

#158
YeoldeFog

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Hey Zwerkules!
My NWN crashes when it's loading an area with the halfling houses. It loads up to 80% then just freezez and doesn't respond. Is this a known problem?

Edit: It seems to be the doors. When I remove the invisable door transitions, it works. And if I try to place a new door, it just says that the model doesn't exist.

Modifié par YeoldeFog, 01 novembre 2013 - 11:08 .


#159
Zwerkules

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Are you using other tilesets which have a doortypes.2da file, too?
There are no door transitions in the halfling houses, they got wooden doors. All the model entries in the 2da are correct and all the models are in the hak and work.
The doortypes.2da of the medieval rural hak has the door entries for other tilesets I made in it, too.
If it has higher priority than the other tileset haks, you won't have to merge any 2das.
If there are other tilesets you use which have doors from 1440 to 1450 there'll be a conflict with the doors of the rural tileset.

#160
YeoldeFog

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I just feel very embarrassed now... how can I fall for something that simple... :/

#161
henesua

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Zwerkules. This tileset is amazing. I've been playing with it more lately since we are using it in a project we are working on. I really like the mountains. They are beautiful. The road through the mountain terrain looks like it will be a lot fo fun.

And now I want more tiles! :)

I would like a few more variants (or features) of the mountain slopes that have walkable perches on the mountain side. I will use these with my climbing system. The more the better in my view. The few you've added are great, but I see myself using this feature a lot, and a few larger walkable ledges, a craggy promonitory or two for adventurers to encounter giant eagles or the like would make for some exciting mountaineering.

Another thing I would like is some walkable mountain terrain at the top. It seems odd that you can't walk on the mountain top. I understand the limitation of not being able to scale up the mountain side. But at the top it seems to me that adventurers and mountain goats (and GIANTS!) should be able to walk around.

Those are the main needs I see. Theres a ton more I would like to have, but I know you are busy and have no desire to overwhelm you with my requests.

Modifié par henesua, 23 novembre 2013 - 04:52 .


#162
Zwerkules

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Henesua, I'm working on the city tileset at the moment, so it may take some time before I can add new tiles to the rural tileset.

#163
henesua

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I tend to prefer docks without a doat model next to them so I added a one tile group of the dock to the groups:

[GROUP133]
Name=Dock
Rows=1
Columns=1
Tile0=93

Then I added an entry on the palette under Features:Grass called "Dock" which points to the model: trm01_b88_02

Works like a charm.

And... I learned something that I was not previously aware of:

One group includes two tiles: the boat is one tile, and the dock the other.
The other group only contains the dock tile.

Now with the one tile group, I can erase the boat from the two tile group, and the dock tile remains.

Modifié par henesua, 30 novembre 2013 - 01:24 .


#164
Zwerkules

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henesua wrote...

I tend to prefer docks without a doat model next to them so I added a one tile group of the dock to the groups:

[GROUP133]
Name=Dock
Rows=1
Columns=1
Tile0=93


Are you using an old version or overriding another tile group? The group count is at least at 155 in the latest version.

#165
Gruftlord

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didn't find a thread for the project Facelift rural expansion. and seeing as this is kind of an extension anyway:

CEP has some tiles/a tilesetexpansion for the rural tileset. there are some "watchtowers behind a fence" tiles. when using PFL, those fence parts (obviously) remain in the classic style, while the rest of the fence is updated by PFL.

is there an (optional maybe) download somewhere, that enhances the CEP tiles with the new fence style as well?

best regards.

Modifié par Gruftlord, 30 novembre 2013 - 02:33 .


#166
Zwerkules

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Toro reworked all the CEP rural tiles and some more, but his tileset is not an override any more.
If you build new areas I recommend you use his tileset instead of the CEP.
If you want the CEP tiles overridden you'd need an extra override hak for CEP tiles which I don't have the time to make, not to mention that I think the CEP tilesets (especially the interior ones) are a mess. :whistle:
They put completely different tilesets together which clash so badly it makes me want to :sick:.

And now forget I wrote all that and I'll pretend that I like the CEP because saying bad things about it
is bad form.

#167
Gruftlord

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edit: problem fixed, thank you. the hint at toros rural overwrite was all i needed.
/edit

well, i'm neither a content creator myself, nor a builder. so "using" a tileset is not an option. i'm speaking more of PWs that use the CEP (most use ONLY cep unfortunatelly), and having PFL running while playing on these leads to some clashes, visually only fortunatelly.

i agree, much of what ended up in CEP needs serious rework by todays standards. with PFL and a private collection of several other overwrites, i consider some CEP stuff (e.g. some of the early heads) to be the worst i get to see on my rig (that is: since all the ugly Biowarestuff is upgraded already).
still, many things in CEP are nice, the benefits of an old and trusted steed are obvious, and it's now in the hands of module creators to use the CEP wiselly (don't use the stuff that is just downright ugly that is).

where i play, they do this well, but this doesn't help, that there are iirc 3 or 2 tiles/meshes, that have the rural fence and now cause visual inconsistencies for me. if you could point me in the direction of where/in which hak download i could find replacements for these CEP tiles, that is all i need to know. upgraded Fence/watchtower tiles shall end up in my CEP2_custom file and all will be well.

on a side note: ugly cep stuff is more or less only a matter of multiplayer PWs nowadays anyway. singleplayer modules have a much higher tendency to come with their own haks including nice community tilesets. only those PWs rejecting the idea of using anything besides CEP are what cause issues. ProjectQ just simply came too late in NWN s lifetime, to get much people to make a complete shift/move to the much nicer pack.

Modifié par Gruftlord, 30 novembre 2013 - 03:53 .


#168
henesua

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Zwerkules wrote...

Are you using an old version or overriding another tile group? The group count is at least at 155 in the latest version.


Thanks for pointing that out. Making the change was painless, and now we have the updated version of your tileset.

[GROUP156]
Name=Dock
Rows=1
Columns=1
Tile0=93

#169
henesua

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We are having fun playing with Medieval Rural as we build New Vives. I wrote a brief write up at our project blog.

Thanks for this amazing tileset, Zwerkules. I feel that we are just scratching the surface of it.

For those that would rather get straight to the images:
Posted Image
Posted Image
Posted Image

Modifié par henesua, 01 décembre 2013 - 05:38 .

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#170
QlippothVI

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Wow, beautiful... and the reason I had to post is the pathing! Very well done. Deva Winblood was working on a Harvest of Souls 2, and the TNO tileset is horrendous when you want a lot of creatures roaming around your module. Heck, even PCs have trouble. He was sad he hadn't paid more attention to the quality of the tileset when he was working on the project for Wyvern Crown of Cormyr or he would have made them fix it.

And the Elven houses! I was confused when I first approached an Elven house from the balustrade side, then realized I could walk THROUGH the house from the other side. Very snazzy.

So much variation and character. I will probably switch to this tileset in my module when it is finished. I'm working on a Dwarven Story module, but they do go outside in the wild.

I do have a little trouble with the small defile leading uphill (only a meter or so wide, and on the bridge crossing the creek. I have a screenshot:


- Qlippoth

Modifié par QlippothVI, 19 janvier 2014 - 08:15 .


#171
Zwerkules

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QlippothVI wrote...

Wow, beautiful... and the reason I had to post is the pathing! Very well done. Deva Winblood was working on a Harvest of Souls 2, and the TNO tileset is horrendous when you want a lot of creatures roaming around your module. Heck, even PCs have trouble. He was sad he hadn't paid more attention to the quality of the tileset when he was working on the project for Wyvern Crown of Cormyr or he would have made them fix it.

And the Elven houses! I was confused when I first approached an Elven house from the balustrade side, then realized I could walk THROUGH the house from the other side. Very snazzy.

So much variation and character. I will probably switch to this tileset in my module when it is finished. I'm working on a Dwarven Story module, but they do go outside in the wild.

I do have a little trouble with the small defile leading uphill (only a meter or so wide, and on the bridge crossing the creek. I have a screenshot:

Narrow defile


- Qlippoth


The pathfinding is a little better than in this tileset than in the TNO one because many of the pathnodes in the TNO tileset are wrong. They use the same pathnodes for hill tiles as they use for tiles with ridges which means you can't get from the top of the hill to its bottom or vice versa.

There are still some problems with pathfinding in my tileset, because the mountains take up most of a tile instead of just half. In Bioware tiles with two terrains the terrains usually meet at exactly the middle of the tile or no more than one meter away from it. If I had made the mountain tiles like that it would have meant that the mountain terrain part on a tile would have been up to 13 metres high, but only 6 metres 'broad' at the base. That would have made proper mountain terrain impossible and the mountains would have looked pretty much like the Bioware cliffs which rise straight up from the ground.

That the mountain terrain takes up most of a tile means that there is only about one metre of grass terrain at the base of the mountain and if you have two mountains opposite of each other sometimes there's less than two metres of grass terrain between them. The engine has problems finding a path through those narrow passages. You can walk through them by dragging the mouse or using the a s w d keys and even by clicking on the ground if the clicks are near each other, but NPCs can get stuck there.

If I can get both, pathfinding that works and the look I want to achieve, fine! But if I can't have both, I'm quite happy to do without proper pathfinding.

In the Medieval City tileset you'll find many tiles which have pathnodes that only work in most cases, but not in all because there are no pathnodes which have combinations of two and three lines on different sides. If for example you have a wall that is walkable at the top and it joins a wall which isn't, you'd need pathnodes with three lines at one side and two on the other while there are only ones with combinations of one line and three lines.

#172
Zwerkules

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I made a few demo videos that show what can be done with this tileset.

 

A coast: https://www.youtube....h?v=d5v3t-Sv4kI

A village: https://www.youtube....h?v=kLMK0odtU18

A mountain: https://www.youtube....h?v=rplIVOXXvTA


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#173
Gruftlord

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amazing, i love it!


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#174
Draygoth28

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Very nice. Love the look of the mountain area.

#175
Draygoth28

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Any chance you could post those prefab areas for download?