LordGood Posted November 22, 2013 Report Share Posted November 22, 2013 (edited) Hey Enrique, when you contacted me via IRC about how my walls were thicker than average, did you mean in length or in thickness? I took it as thickness, but I modeled them to be just as thick as the those of the Persians. I did make them necessarily long to better fit the Carthaginian wall segment template I gave them in testingnevermind, i totally just checked and they're just too big all around Edited November 22, 2013 by LordGood chekc be4 u post Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 22, 2013 Report Share Posted November 22, 2013 More tweaking of the walls, still don't know how the gate actor works though Quote Link to comment Share on other sites More sharing options...
Enrique Posted November 22, 2013 Author Report Share Posted November 22, 2013 Hey Enrique, when you contacted me via IRC about how my walls were thicker than average, did you mean in length or in thickness? I took it as thickness, but I modeled them to be just as thick as the those of the Persians. I did make them necessarily long to better fit the Carthaginian wall segment template I gave them in testingnevermind, i totally just checked and they're just too big all aroundI meant thickness. I recall the lenghts were correct, but they were much more thicker than the rest of the other civs' walls. Specially the gates. You can celarly see it in your last screenshot. In other civs, the gates uses more or less the same thickness as the walltowers.I'd also suggest to use other civ walls as reference for scale, since carthaginian walls are meant to be thicker, bigger and stronger than other walls for historical reasons. Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 22, 2013 Report Share Posted November 22, 2013 barp blarp 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2013 Report Share Posted November 24, 2013 Its se some weird with gate. does not seem to fit well between turret wall and turret gate. But is not a big problem. Quote Link to comment Share on other sites More sharing options...
Enrique Posted November 24, 2013 Author Report Share Posted November 24, 2013 I think they're looking much better. We're going to need a texture for the doors. The gate is still looking too big for my taste, but I can't be sure judging only from the screenshot. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 24, 2013 Report Share Posted November 24, 2013 I think they're looking much better. We're going to need a texture for the doors. The gate is still looking too big for my taste, but I can't be sure judging only from the screenshot.It's a little smaller than the Mauryans gate, heightwise, at least. Mauryan walls are a bit thinner than the others, but that's alright given it's hyped up palisade Just going from what I remember, I cleaned out all my mods and updated recentlyI'm not sure how to commit actors to buildings that don't exist yet in the civ building actor folderptol_walls_3.zip Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted November 25, 2013 Report Share Posted November 25, 2013 I like your walls, they really look good. But they are wider than most other walls though (at least the base is wider). You should edit the footprint and obstruction size. I think for the footprint depth, something like 10 or 11 metres would be good. The obstruction depth can be a bit smaller, something like 9m. When you edit the footprint size, you'll also notice that the walls aren't perfectly centred. It would be nice if you could fix that and centre them better.Also for the length, it's better if you take the exact length from an existing old wall (f.e. the Greek ones). This causes less problems with the scripts (scripts need the wall length to automatically compose walls out of wall pieces). For now, the template data comes from the Greek walls, while the actual lengths are longer. This can cause walls sticking out of towers.For now, the short segment is about 3m too long compared to the Greek short segment, the medium segment is about 1m too long, and the long segment is about 2m too long. Here, it's really better to shorten the models as it needs lots of tweaking to get the length values correct. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted November 25, 2013 Report Share Posted November 25, 2013 ...Egyptian fortress gates are typically too thick to portray here, being the strongpoint in an ancient citadel. many of the wall plans of the Nile fortresses from the old dynasties show a gatehouse that is longer than it is wide. The resulting pathway into the fortress would either be strangled by a double gate or just be a long killing corridor...I like the thought of a "killing corridor". What do you think about having a gate without doors? But instead give a quite powerful attack to the gate with a very small range (so it only really attacks enemies in the gate). Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 1, 2013 Report Share Posted December 1, 2013 These segments are built on the Persian template, but they're still too thick for those walls as well.Killing corridors can be built manually by every civilization already(aside from the celts), I would say keep the gatehouse to keep things consistent, it would be annoying to have battering rams just slip through the gates and tear down your civ center every few minutes Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 12, 2013 Report Share Posted December 12, 2013 Might as well throw out a few concepts for the Marketa well surrounded by stalls, just like the hellenistic ones! wee! 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 12, 2013 Report Share Posted December 12, 2013 Looks good. Maybe better if the awnings of the tents were at slightly random directions? Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 I was thinking the awnings were looking a little haphazard and spindly, but I think it's coming together alright.Ignore that backface culling, I'll fix it laterRight one is on uneven ground Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 Fixed the inside-out normal Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 14, 2013 Report Share Posted December 14, 2013 Looks very nice. What if we make it less symmetrical somehow, like how the Roman market has the tall part in back. Quote Link to comment Share on other sites More sharing options...
wraitii Posted December 14, 2013 Report Share Posted December 14, 2013 COuldn't you use the new "elevation adjusting" props to make it look better? You might not need the "platforms" for each stand. Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 I don't quite know how elevation adjusting props work yet, and I'm not sure the Roman market would be good for comparison; this one is more based off of the open plans of the greek and mauryan markets.I could string some stalls together to break up the order, if that would be better. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 14, 2013 Report Share Posted December 14, 2013 I don't quite know how elevation adjusting props work yet, and I'm not sure the Roman market would be good for comparison; this one is more based off of the open plans of the greek and mauryan markets.I could string some stalls together to break up the order, if that would be better. Persian is the best to compare Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 14, 2013 Report Share Posted December 14, 2013 I'm not sure the Roman market would be good for comparison; this one is more based off of the open plans of the greek and mauryan markets.I just meant how there is the tall section in back and the lower sections in front. Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 How's this? 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 aaand another view?with a sunset!I like sunsetsI have the textures mapped out fine in Blender, but they're getting all stretched out in Pyrogenesis. I'm not sure why.Any ideas? Quote Link to comment Share on other sites More sharing options...
tribalbeat Posted December 14, 2013 Report Share Posted December 14, 2013 I like that market design a lot. I wish some of the other markets, i.e. celtic, would follow that general design of a central building surrounded by many little tents. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 14, 2013 Report Share Posted December 14, 2013 I don't quite know how elevation adjusting props work yetIf you can make each tent a separate prop, making them adjust to the terrain is only a few edits in the actor file. Of course, it's up to you if you want it or not. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 I think I'm going to keep it as is, and hope nobody builds their marketplaces on mountainsidesI changed the ground texture to cobble so the well doesnt look too out of place, and give it a nice light value for contrast with the dark beamslooks a bit better on grassfixed the stretching too 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 14, 2013 Report Share Posted December 14, 2013 Committed the draft Quote Link to comment Share on other sites More sharing options...
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