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medieval Rural by Zwerkules


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#176
Verilazic

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Finally got around to checking this tileset out, and loving it!


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#177
Zwerkules

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Any chance you could post those prefab areas for download?

No, sorry. Those areas are for a module. Since I am sick of seeing the old tilesets over and over again, I won't use a single one of them in my module, including the DLA tilesets which I consider too old by now, too. This means I either have to make every tileset I use myself or use other new ones. My module will make use of the Medieval City and Rural, a castle interior one based on the Azure Tower and tilesets made by Six and Baba Yaga.



#178
Vincent07

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I completely understand this.  I'm so tired of the original tilesets that I'm planing to rebuild some large sections of my module with Medieval City, Rural and Baba's forest.


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#179
Zwerkules

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Some people asked for huge waterfalls, so I added some raised water terrain which can be used to create huge (broad, not high) waterfalls. I also made it possible to have roads along mountain edges next to water.

 

 

ruralx1_1.jpg

 

ruralx1_0.jpg


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#180
Estelindis

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Zwerkules, those screenshots look amazing!   :wub:


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#181
_six

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Roads along cliff edges = great idea. Makes me wish I'd finished my little canyons set back in the day :(

 

Any chance of raised bridges to cross the water between ledges?


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#182
rjshae

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Your texture work looks very good--it looks natural and I don't see any tiling effect. To me the night shot looks more effective because of the deeper shadowing. Too bad there isn't distance haze effect.


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#183
3RavensMore

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Those two screenies are gorgeous!  Any chance at adding something like plowed fields for rural farmers to work in?



#184
Zwerkules

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Those two screenies are gorgeous!  Any chance at adding something like plowed fields for rural farmers to work in?

I didn't want to add a lot more tiles for fields, but I could add animations to the 2x2 group of the cabbage fields which will 'remove' the cabbages and the shed (either making them invisible or moving them below ground). You'd still have to put some placeable where the shed is because that part of the tile still won't be walkable.


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#185
henesua

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Zwerkules. Leave the shed since it is unwalkable. Just animate the crops if you are gonna do that.

 

I like this idea by the way. As it will allow me to spawn and despawn crop placeables. And when I don't want to bother I can tweak the animation to use the built in crops you modelled.


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#186
Zwerkules

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Zwerkules. Leave the shed since it is unwalkable. Just animate the crops if you are gonna do that.

 

I like this idea by the way. As it will allow me to spawn and despawn crop placeables. And when I don't want to bother I can tweak the animation to use the built in crops you modelled.

With or without the shed the field is a bit asymmetric and a fence next to a field doesn't make too much sense anyway so I think I'll do something else. I'll use the four tiles as a base for a new 2x2 group without the shed and the fence which will have no crops when no animation is activated, cabbages when animloop 1 is active and not yet fully grown corn when animloop 2 is active and grown corn when animloop 3 is active. The builder can activate one of the three animations or use placebles instead or have a field without any crops at all.


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#187
_six

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With or without the shed the field is a bit asymmetric and a fence next to a field doesn't make too much sense anyway so I think I'll do something else. I'll use the four tiles as a base for a new 2x2 group without the shed and the fence which will have no crops when no animation is activated, cabbages when animloop 1 is active and not yet fully grown corn when animloop 2 is active and grown corn when animloop 3 is active. The builder can activate one of the three animations or use placebles instead or have a field without any crops at all.

 

If you've got a 2x2 group that's only a bit asymmetric, I smell a terrain coming along.

 

*runs away giggling*


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#188
altharnil

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Can anyone put a link to a site to download that awesome tileset please?, i can't find any that works



#189
Fester Pot

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Awww yeah!

 

http://neverwinterva...al-city-tileset

FP!



#190
Zwerkules

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Can anyone put a link to a site to download that awesome tileset please?, i can't find any that works

This is where you can find the rural tileset:

http://neverwinterva...ntains-and-more



#191
A Darker Shade of Soul

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I've just dl'd these and can't wait to begin using them. Thank you Zwerkules. These are going to be a joy to work with.


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#192
Hekatoncheires

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The medieval city page has screenshots of buildings I can't find in game; are these from an upcoming, as yet to be released version? :)



#193
Zwerkules

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The medieval city page has screenshots of buildings I can't find in game; are these from an upcoming, as yet to be released version? :)

Yes, the townhall, hospital, warehouse and a new town house are finished, but I'm still working on more tiles.

I'll need a few more weeks before there is a new update. I still have to make a guild hall, bathhouse, library, museum, elven temple, dwarvish temple, two different pubs, two different mage towers, about five shops and a building that is being constructed.

Once I finished that there will be an update after which I'll work on a lighthouse, rich merchants houses and docks.


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#194
Hekatoncheires

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*hugs you*



#195
A Darker Shade of Soul

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Is there anyway a winter rural and winter mountains could be added to this?  Mountains are awesome but once you reach a certain elevation snowy terrain is inevitable lol! please,please,please...lol I am going to use this but in some areas in my pw project I'll have to use the reskinned bioware rural b/c there isn't a winter set of tiles in this set yet. Just an idea and request of course!


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#196
meaglyn

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I'm building some with this set now, finally, and it's great!  I was wondering if there's a way to have placeables of some of the pine trees? I've been unable to find anything in cep or q that looks like those. I'd really like to be able to fill in some places with more of those exact trees. Any help would be appreciated!

 

Thanks,

meaglyn


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#197
Zwerkules

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I'm building some with this set now, finally, and it's great!  I was wondering if there's a way to have placeables of some of the pine trees? I've been unable to find anything in cep or q that looks like those. I'd really like to be able to fill in some places with more of those exact trees. Any help would be appreciated!

 

Thanks,

meaglyn

Trees, bushes, shrubs, rock formations, boulders, etc are all planned, but there's so much tileset work I still have to do before I can make placeables. I've already made some flower placeables, but that's not enough for an upload yet.


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#198
Zwerkules

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Is there anyway a winter rural and winter mountains could be added to this?  Mountains are awesome but once you reach a certain elevation snowy terrain is inevitable lol! please,please,please...lol I am going to use this but in some areas in my pw project I'll have to use the reskinned bioware rural b/c there isn't a winter set of tiles in this set yet. Just an idea and request of course!

Sorry, but I don't have time to work on a winter version of the medieval city if I haven't even finished that tileset yet.



#199
A Darker Shade of Soul

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You lost me a bit. I didn't ask for the city version. I was asking about a winter rural version. And I definitely understand about being busy. I know it may be a while and perhaps even a long while but is there a winter rural on the to do list possibly?



#200
Zwerkules

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You lost me a bit. I didn't ask for the city version. I was asking about a winter rural version. And I definitely understand about being busy. I know it may be a while and perhaps even a long while but is there a winter rural on the to do list possibly?

Yes, but not before September.


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