Aller au contenu

Photo

ColorsFade's Development Journal


  • Veuillez vous connecter pour répondre
560 réponses à ce sujet

#326
rjshae

rjshae
  • Members
  • 4 497 messages
The problem with that is the buildings all need to be on flat terrain. So you can have a slope, but you'll need to have a flat area thereafter.

One of the items in my to-do list is to model some foundation placeables with staircases for a number of the buildings so that you can deploy them on a slope. (I was frustrated at not being able to create a smuggling village like Clovelly.) I'll get to it eventually...

#327
Dann-J

Dann-J
  • Members
  • 3 161 messages
There's always the Machu Picchu solution; create a series of flat terraces for buildings, with steps or ramps connecting each terrace.

Image IPB

Modifié par DannJ, 17 décembre 2013 - 01:52 .


#328
ColorsFade

ColorsFade
  • Members
  • 1 270 messages
I did three stairs in Triel. After that, with all those walkmesh helpers, I'm not in a hurry to go there again :)

This is a more gradual slope, with flat spots for houses and buildings. So far, it's working. I'll post a screen shot in a week or so. It's fun.

#329
Lugaid of the Red Stripes

Lugaid of the Red Stripes
  • Members
  • 955 messages
Isn't that what the curbs are for?

#330
ColorsFade

ColorsFade
  • Members
  • 1 270 messages

Lugaid of the Red Stripes wrote...

Isn't that what the curbs are for?


I think of the curbs as just base for a building. You wouldn't actually build a solid structure on grass or mud. You'd create some kind of foundation first. They're flat and I am using them. 

But, you have to have a flattened out terrain spot before you can use one and place it. 

#331
PJ156

PJ156
  • Members
  • 2 985 messages
One set of curbs is quite deep so you can place it and raise it and create flattened steps but the curbs are all odd shapes and little walls every where is little better than flat.

Big rivers sit on flood plains and flat should not be too wrong in the setting, it just does not feel right as you say.

Kamal_'s docks in crimmor has a rise away from the waters edge which he handled well iirc.

Leilon in from this comes strength does something similar I used slopes there and found that the buildings can handle a slight slope and still look okay. The only flat bit needs to be at the door entrance.

Image IPB

PJ

#332
ColorsFade

ColorsFade
  • Members
  • 1 270 messages
That's a good picture PJ of what I'm going for. Definitely that direction. It's not a major slope, just some gradual upward rise away from the river.

#333
Kanis-Greataxe

Kanis-Greataxe
  • Members
  • 158 messages
You could always use BCK for making youre foundations just sink the foundation walls into youre terrrain use the floor piece then set a building on that there are even stairs you can use to get you up to door level.

#334
rjshae

rjshae
  • Members
  • 4 497 messages
I'm not quite sure what you mean by BCK, but I just see a need for a set of stone/wood stairs, ramps, and platforms that can be used in combination with existing wall sets to provide access to elevated doors and simulate a foundation (as you might see in Oblivion or Drakensang). The balconies don't quite work for this purpose, but perhaps the models can be modified to serve. I also want to use some steps and ramps without the side railings.

Image IPB

Sorry--I didn't mean to hijack the thread... :)

Modifié par rjshae, 17 décembre 2013 - 06:10 .


#335
Dann-J

Dann-J
  • Members
  • 3 161 messages

PJ156 wrote...

Big rivers sit on flood plains and flat should not be too wrong in the setting, it just does not feel right as you say.


Who would be crazy enough to build anything in a floodplain?

(Other than New Orleanians. And Netherlanders.)

#336
Kanis-Greataxe

Kanis-Greataxe
  • Members
  • 158 messages
BCK is the Building Construction Kits by Nytir here are the links   nwvault.ign.com/View.php   and nwvault.ign.com/View.php There are also a couple expansion kits for the first link

#337
rjshae

rjshae
  • Members
  • 4 497 messages
Ah, okay. Yes I've taken a look at those sets but haven't tried them yet. Thanks.

#338
ColorsFade

ColorsFade
  • Members
  • 1 270 messages
Wow, that looks cool...Another neat thing I'll have to play with.

#339
MokahTGS

MokahTGS
  • Members
  • 946 messages
300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_091413_161522.jpg[/img]

This was buildt with the BCK 1 & 2 sets.

#340
PJ156

PJ156
  • Members
  • 2 985 messages

rjshae wrote...

Ah, okay. Yes I've taken a look at those sets but haven't tried them yet. Thanks.


BCK is wonderful as MTGS shows in a most ample way in her screenie. For me, it can look a little sterile but the sets are very flexible.

PJ  

#341
andysks

andysks
  • Members
  • 1 651 messages

PJ156 wrote...

BCK is wonderful as MTGS shows in a most ample way in her screenie. For me, it can look a little sterile but the sets are very flexible.

PJ  


I second that. I believe they need some carefull placement of dirt shadows and placeables to make them look a bit better. But a good kit nontheless.

#342
ColorsFade

ColorsFade
  • Members
  • 1 270 messages
So you can build interiors with them too? Like, big ones?

#343
andysks

andysks
  • Members
  • 1 651 messages
Yes, but to my experience you need to lay down floor tiles first, so that the placeables have somewhere to stand on and be visible. Like all placeable :).

Modifié par andysks, 18 décembre 2013 - 01:45 .


#344
kamal_

kamal_
  • Members
  • 5 254 messages

ColorsFade wrote...

So you can build interiors with them too? Like, big ones?

You can build whatever you want, but you are still restricted by the toolset's limit on objects in an area before it hangs and crashes (around 3250 objects in an area). So you might have problems running into that limit if you try to make a very large interior using bck.

#345
ColorsFade

ColorsFade
  • Members
  • 1 270 messages
kamal_, that placeable limit you speak of - that doesn't count environmental objects, does it?

I've been pretty good with my areas, so far, in turning as much stuff environmental as possible and using walkmesh cutters. Only things that I actually want the player to interact with, or lighting fixtures, remain as placeables.

Let me know if I'm wrong on that.

#346
Dann-J

Dann-J
  • Members
  • 3 161 messages
If that's a toolset limit, rather than a game engine limit, then you can always turn environmental objects off when working on placeables (and vice versa).

#347
ColorsFade

ColorsFade
  • Members
  • 1 270 messages
It might be difficult to see in the toolset shot, but there is a pretty good slope to the town here.

Image IPB

What's cool, at least to me, is that you can see the other side of the river. Granted, there's nothing but bare landscape (and that will change), but I'm pretty happy with the way this looks from the docks:

Image IPB

Overall, I'm really pleased. There are only buildings now, no other placeables, trees and no lights. But I'm just about done with all the buildings. The fish market is there...

Image IPB

Image IPB

It's just a matter of laying down the outlying houses (the ones you cannot reach, just outside the walkmesh), and layout down house cards. Then all the placeables, and then lights. What I'm not sure of is if I can make the houses, some of them at least, the ones I don't intend to use, environmental objects. If I can, that should save some placeables. I really like to make just about everything I'm not going to use into an environmental object, if possible.

I'm playing with tints on some of the buildings to break up the sameness of things. That's been kind of fun as well.

I keep thinking of quest ideas and encounteres for this area and I'm excited to get into it, but I really want to get all the external areas done before I start with all that stuff.

#348
rjshae

rjshae
  • Members
  • 4 497 messages
You've set yourself up for a boatload of decorating there. I hope it pays off in terms of usage in your campaign.

#349
andysks

andysks
  • Members
  • 1 651 messages
The way I understood it, is that this city will be the base of operations in his campaign. So I guess and hope that it will have more than a dozen side quests in it. It will take you some time to populate and decorate, yes. I saw it in my big city, the capital of my world. I spent at least 3 months only in there...

#350
ColorsFade

ColorsFade
  • Members
  • 1 270 messages

rjshae wrote...

You've set yourself up for a boatload of decorating there. I hope it pays off in terms of usage in your campaign.


It should. 

Like Andy said, this is the central city to the campaign, kind of like Baldur's Gate is to BG. A lot is going to happen here. I already have about 20 quests detailed for the city, with more sure to come as I ponder them.

You'll be busy here, for sure :)