ColorsFade's Development Journal
#326
Posté 16 décembre 2013 - 11:03
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
Posté 17 décembre 2013 - 01:52
Modifié par DannJ, 17 décembre 2013 - 01:52 .
#328
Posté 17 décembre 2013 - 02:00
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
Posté 17 décembre 2013 - 04:11
#330
Posté 17 décembre 2013 - 04:29
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
Posté 17 décembre 2013 - 06:18
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.

PJ
#332
Posté 17 décembre 2013 - 03:16
#333
Posté 17 décembre 2013 - 03:51
#334
Posté 17 décembre 2013 - 05:32

Sorry--I didn't mean to hijack the thread...
Modifié par rjshae, 17 décembre 2013 - 06:10 .
#335
Posté 17 décembre 2013 - 09:55
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
Posté 17 décembre 2013 - 10:30
#337
Posté 17 décembre 2013 - 10:54
#338
Posté 17 décembre 2013 - 11:30
#339
Posté 17 décembre 2013 - 11:41
This was buildt with the BCK 1 & 2 sets.
#340
Posté 18 décembre 2013 - 12:15
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
Posté 18 décembre 2013 - 12:18
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
Posté 18 décembre 2013 - 01:40
#343
Posté 18 décembre 2013 - 01:44
Modifié par andysks, 18 décembre 2013 - 01:45 .
#344
Posté 18 décembre 2013 - 02:23
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.ColorsFade wrote...
So you can build interiors with them too? Like, big ones?
#345
Posté 18 décembre 2013 - 03:42
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
Posté 18 décembre 2013 - 03:48
#347
Posté 20 décembre 2013 - 09:10

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:

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...


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
Posté 20 décembre 2013 - 11:05
#349
Posté 21 décembre 2013 - 01:03
#350
Posté 21 décembre 2013 - 02:37
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





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