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City-State Project


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#226
PJ156

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Looks good to me ... 

 

Placeable downloads are in the gig range now unless the modder is careful. Not sure the size will make much different and it's a very distinctive model.

 

PJ



#227
rjshae

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As a large structure it could serve as an intriguing, Sphinx-like monument. For example, there could be a downward staircase added between the two front paws. Yes I'd really like to include it, even though at present I don't have a near-term use for a large placeable of that type. Thank you. :)



#228
Eguintir Eligard

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all right I will clean it up and keep it on hand. We can add it whenever...


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#229
rjshae

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Well the buildings are coming along; three of them are done so far. Buildings are a lot more labor intensive though, so it's going slowly.

 

NWN2_SS_101214_194349_zps235f60b7.jpg

 

I had to compromise with the walk mesh on the middle building--there's a door on the deck and one below, so you can only walk on half the deck. I figure somebody can use a walkmesh helper if they want to make all of the deck walkable, but at a cost of losing the lower door access.


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#230
Dann-J

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One of the characteristics of the Tudor style was having the upper floors wider than the ground floor (known as jettying). The building on the far left in the image above illustrates that nicely. Sometimes each floor was progressively wider, making the building look like an upside-down step pyramid. It could cause buildings on either side of narrow lanes to almost meet overhead.

 

For added realism, any mediaeval city should have raw sewage flowing down the streets, with chamber pots being emptied periodically from upper windows (high reflex saves being desirable).

 

gardy+loo.jpg



#231
Eguintir Eligard

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with the way sewers seem to exist in every fr city they shouldnt have to throw it in the street



#232
Eguintir Eligard

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These buildings are tizight. I'll be using them for my primary theme 



#233
Dann-J

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with the way sewers seem to exist in every fr city they shouldnt have to throw it in the street

 

FR sewers are full of monsters, bandit lairs, secret cults, etc. There's no room for any sewage in them.



#234
Tchos

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FR sewers are full of monsters, bandit lairs, secret cults, etc.

 

And brothels, according to Baldur's Gate.



#235
Loki_999

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gardy+loo.jpg

 

Completely OT, but i remember that exact same pic from a history textbook at school. :)



#236
rjshae

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Since I'm currently focusing on new buildings for this project, I was having a look at the halfling building models from the May 2011 CCC project. They look like they might be pretty decent in NWN2, although I need to port one to know for sure. A significant issue for me is that they use smaller round doors for the openings, and there are none in the regular door set that would fit. There's a sliding door with one of the RWS tilesets, but it is too large and isn't quite centered properly. Does anybody know if there is a round, swinging door somewhere that might work? :)

 

1330224876fullres.jpg


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#237
kamal_

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There is already a halfling building in that style for nwn2. Just one though.

#238
rjshae

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There is already a halfling building in that style for nwn2. Just one though.

 

Great. So maybe that has a door I can use then? I can always resize the openings.



#239
4760

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If you don't find any suitable door, I could make one or two (opening normally, not like the ones I made for the drow tileset). Just give me the size (also, don't forget the attachment point is located at the lower left corner: I guess that for a round door, it will need to be inside the wall then).



#240
Nagual

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I've also been looking at Zwerkules' very nice Medieval City set, but it's turning out to be a boat-load of work to try and remap those onto a single texture file. (The city walls are working out very nicely though.) :)

I may have missed things but why do you want to have a single texture file?Was starting some dwarf sketch and i project to use multiple texture.The only matter i noticed working this way is if you optimise your mesh poly count and some stuff come to cross to each other,you have white point appearing in fog if it s lighted by placeable light.(like on the vanilla city wall)

Are there others matter i m unaware?

 

Nice job on those house btw.



#241
rjshae

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I may have missed things but why do you want to have a single texture file?Was starting some dwarf sketch and i project to use multiple texture.The only matter i noticed working this way is if you optimise your mesh poly count and some stuff come to cross to each other,you have white point appearing in fog if it s lighted by placeable light.(like on the vanilla city wall)

 

Are there others matter i m unaware?

 

Nice job on those house btw.

 

Thanks. From what I've seen the standard buildings in the toolset, as well as many of the other placeables, are all using single texture files--often sharing the same texture file across groups of models--so I was trying to follow suit. My (admittedly less than full) understanding of how it works is that multiple texture files on a single placeable require more draw calls when the object is being rendered in the game. I.e. each texture requires a separate draw. Thus combining into a single texture file should help with the performance, especially with a large object like a building.

 

OTOH, NWN uses multiple texture files all the time for their tilesets, so go figure. Perhaps it was a lessons learned from NWN that led to the use of combined textures in NWN2? Or perhaps the larger texture files necessitated such measures?



#242
rjshae

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If you don't find any suitable door, I could make one or two (opening normally, not like the ones I made for the drow tileset). Just give me the size (also, don't forget the attachment point is located at the lower left corner: I guess that for a round door, it will need to be inside the wall then).

 

I didn't want to ask to take up a bunch of your time 4760, because I'm sure you're pretty busy. But since you're willing that would be great!  :)  I'll try converting a couple of the models so I can get the size. It looks like the CCC content includes a pair of doors, so perhaps those could be used for prototypes? Everything needs to be scaled down by x0.9 though.

 

I'm also going to try and track down that model Kamal_ mentioned to see what it is using. It's somewhere in the Cornucopia... in that case I'll need a mining hat, a pick, and some carabiners and climbing rope.



#243
Dann-J

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There is already a halfling building in that style for nwn2. Just one though.

 

I seem to recall that it doesn't have any polygons at the rear though. It was designed to be embedded into terrain.



#244
Tchos

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I'm almost certain that the NWN2 halfling house Kamal mentions includes a round door.



#245
rjshae

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I found the Hobbit House placeable, and the associated door, in the cc_botumys folder of the Cornucopia. It looks pretty nice...

 

Hobbit_House_zpsffee5ee4.png


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#246
rjshae

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I've ported the house models to MDB. Alas, they tend to have a much higher poly count than I think they really need (given their quality) and they use quite a few texture files, so there's a bunch of cleanup needed. I'll probably shelve this until I get the Tudor buildings wrapped up.



#247
PJ156

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I found the Hobbit House placeable, and the associated door, in the cc_botumys folder of the Cornucopia. It looks pretty nice...

 

 

 

Sorry, meant to say that's where it was but forgot. Could have saved you a little time at least, I like to be helpful where I can  :)

 

PJ



#248
rjshae

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Sorry, meant to say that's where it was but forgot. Could have saved you a little time at least, I like to be helpful where I can  :)

 

PJ

 

No worries; I found it quickly enough. Thanks. :)



#249
rjshae

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Tudorville continues to expand. At left, a double house joined by a bridge; at right, a smithy with a pair of sheltered work areas.

 

NWN2_SS_110114_104640_zpsd03eb3cc.jpg


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#250
PJ156

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They look great RJS, will give a really different feel to an area.

 

PJ


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