Fall Further - The Original Thread

Vehem please could you also change the improvement art to be like the new city art? I really hate the horrible blue sky scrapers you get when you change to OO. Can't wait for civ-specific, religion-specific art. Would be awesome.

Not sure about using mediteranean art for the lanun though. I would have used something wooden and rotten looking. Would be more Pirates of the caribbean-esque. Perhaps the med. art could be used for the malakim or kuriotates, unless you have other plans for them.
 
Vehem please could you also change the improvement art to be like the new city art? I really hate the horrible blue sky scrapers you get when you change to OO. Can't wait for civ-specific, religion-specific art. Would be awesome.

That'd be something I'm planning to do at some point - not sure whether to enforce the "default art" (ERA_ANCIENT) across all the religion era's too at the moment though. That would mean that they all stay looking "normal" when you switch religion.

Not sure about using mediteranean art for the lanun though. I would have used something wooden and rotten looking. Would be more Pirates of the caribbean-esque. Perhaps the med. art could be used for the malakim or kuriotates, unless you have other plans for them.

I can see your point, though I had more of a Sid Meier's Pirates! image in my head than a Pirates of the Carribean. In truth the only "rotten" place in PotC that I can think of is Tortuga.

That being said - if some city art that is specifically "coastal" in nature were available, it'd definitely be worth a look. I just haven't seen any yet.

I should probably reiterate at this point that I haven't created any of the city-sets I've used - only adapted existing ones to match what I wanted (and adapting a texture/selecting appropriate buildings from the full set is a lot easier than the work that the original creators put into assembling the sets).
 
City sets are done. There are some shared between several civs - Kuriotates/Dural are "Civilized" for instance, whilst Doviello/Archos are "Wilderness" civs - the racial sets are also shared - Ljos/Svar and Khazad/Luchiurp.

I was a bit stuck for the Balseraphs so I Blender'd a few tents and mixed them with a primitive set - it turned out ok, but not really on par with the others... Might have to revisit those later...
 

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They look great! For the Belseraph though, maybe mixing some elven style buildings with some of the grig style and recoulouring them a bit? Bright yellow + red would look good I think. Their towns should be more compact then it is now if thats possible. Just to give a sort of mad, carnival feeling.
 
They look great! For the Belseraph though, maybe mixing some elven style buildings with some of the grig style and recoulouring them a bit? Bright yellow + red would look good I think. Their towns should be more compact then it is now if thats possible. Just to give a sort of mad, carnival feeling.

I did have a theory about mixing up styles for the Balseraphs, but it seems that a city will only use a single texture file - all buildings that don't use that texture will be incorrectly textured.

Does anyone know a way to allow a city to use multiple textures?
 
I did have a theory about mixing up styles for the Balseraphs, but it seems that a city will only use a single texture file - all buildings that don't use that texture will be incorrectly textured.

Does anyone know a way to allow a city to use multiple textures?

only seperate objects in blender can have each a texture. so the texture is given to the object. this means, if you "break" the houses object in blender, by going into edit mode and then select a view houses you want to use different textures, then you should be able to do: edit-vertices-seperate and such create a new object, which then can have a new texture.

try it ;) just describing from memory right now, never worked on buildings / cities , though.
 
only seperate objects in blender can have each a texture. so the texture is given to the object. this means, if you "break" the houses object in blender, by going into edit mode and then select a view houses you want to use different textures, then you should be able to do: edit-vertices-seperate and such create a new object, which then can have a new texture.

try it ;) just describing from memory right now, never worked on buildings / cities , though.

Seperate textures within a .nif work fine, but when they're used as a cityset, only one texture file is used and applied to all of the parts. Same problem if you combine different elements from different cityset files in the same era/artstyle.

Separating in Blender and creating new objects for a different texture file works fine on buildings as you described, but not on citysets. Having read some of the other threads, I suspect this is actually a limitation of the system (one texture file per city object).
 
I remember a discussion about that, between chamaedrys and someone else (chugginator, maybe?)...

I think the consencus was that it was a system limitation, and that only one testure was aloud per city set...
 
I remember a discussion about that, between chamaedrys and someone else (chugginator, maybe?)...

I think the consencus was that it was a system limitation, and that only one testure was aloud per city set...

Think that might have been the thread I found too, along with Chamaedrys' tutorial thread. Shame - but can be worked around mostly.

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In anycase, I've reworked the Balseraph a little - some of the translated UV-faces were off and the roofs of certain buildings looked very odd. Should be a little better now. I've also rehued them to give the "yellow/red" look mentioned earlier (though a little subtler than my first attempt - that was "bright", but butt-ugly).
 

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Think that might have been the thread I found too, along with Chamaedrys' tutorial thread. Shame - but can be worked around mostly.

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In anycase, I've reworked the Balseraph a little - some of the translated UV-faces were off and the roofs of certain buildings looked very odd. Should be a little better now. I've also rehued them to give the "yellow/red" look mentioned earlier (though a little subtler than my first attempt - that was "bright", but butt-ugly).

Yeah that's a limit unfortunatly but you should be able to combine different citysets into one by assigning different batchgroups in the xml. but well you probably know that already:p
 
Yeah that's a limit unfortunatly but you should be able to combine different citysets into one by assigning different batchgroups in the xml. but well you probably know that already:p

Actually not :mischief:

I'd seen "batchgroup" but hadn't a clue of what it was used for. Can you elaborate a little? Sounds like it might well be able to do what I've been trying to get it to do for a while...


EDIT: I think I've got it - multi-cultural Balseraph cities coming up...

Thanks Ploep :goodjob:
 
haha nice new Kadhi cities - like it alot !
and all they are awesome.
:goodjob:
 
So do these new city types remain regardless of religion?

Al
 
So do these new city types remain regardless of religion?

Al

For this version, yes. Later plans involve changing each city type slightly for each religion. Order cities display banners whilst FoL cities would contain more trees etc - Veil cities may be darker versions containing the occasional firepit...

That won't be in the first release though - it's going to take some time to do it well - roughly 6 times as long as this version did, or more... (of course - if anyone would like to help out on that one - it would be much appreciated - I've said before that artwork isn't really my forte :D).
 
Actually not :mischief:

I'd seen "batchgroup" but hadn't a clue of what it was used for. Can you elaborate a little? Sounds like it might well be able to do what I've been trying to get it to do for a while...


EDIT: I think I've got it - multi-cultural Balseraph cities coming up...

Thanks Ploep :goodjob:

Hmm - for the moment I can combine 2 city sets (iBatchgroup:0 and 1) but using groups of 2,3,4 etc results in the same issues as before. Still - it does allow me to do what I wanted with the Lizards and I've added some "party-elves" to the carnival set.
 
If you are able to combine 2 citysets (and only 2) wouldn't it be nice to reserve slot 2 for blending in a religion? Could make it quite easy to achieve the religious shifts then. Just 7 second sets to blend.

Aye - it's a good idea. I suspect there may be a way to make it use more than 2 at once, but for the moment it eludes me and I can't find any example material that does it.
 
I'm looking to link the new civs to the existing events where possible, giving them an option that is unique to them (as with for instance the Balseraph and the cow-painting advisor...). So far I've given the Archos a unique option for the Spider Mine, but I'm looking for other ideas. That's where you guys will hopefully come in :D

For the moment I'm looking to just add civ-specific options to the existing events, but I may be persuaded to add whole events if the idea is particularly stunning.

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Release-wise, we're looking at Monday.
 
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