This is a tileset you can use to build a medieval city. There are also some hills, cliffs and forests you can place around your city.
June 2014: This new version has some extra tiles for raised building terrain and alleys. Alleys can now go uphill.
July 2014: This version has a rock crosser that can turn walls near raised building terrain into cliffs.
February 2015: This version has a few new features and groups.
April 2015: This version also has a few new features and groups.
June 2015: As before this version has a few new features and groups.
September 2015: Already uploaded an updated file for someone who asked for more ships. Apart from the ships there is a new arena group in this hak and a few new features.
March 2016: Fixed wrong colour of seafloor below ships. Added a temple, a park and a lighthouse.
September 2016: Re-Added the group Gatehouse (2x3) which disappeared from the palette. Fixed missing wok and tilelights on x02_02. Added a few new groups like a bathhouse and a smithy.
May 2018: Fixed the two tiles reported by Dafena.
June 2019: This is a major update. I optimised every single model. This means that the number of draw calls have been reduced by merging meshes with the same texture, dynamic lights on tiles that had nDynamicType set to 0 instead of 1 (which causes lag) have been fixed, some walkmeshes have been simplified, shadows that shouldn't be there have been removed and there was a general cleaning up of the models.
Some animations were broken, but not because of compiling the models, but because CleanModels changed the render order. I uploaded the June 2019 versions again because of this.
There's also a version with all models compiled, but while they all compiled without any warnings or errors, this doesn't mean compiling them might not have broken a few of them. If you encounter any problems with compiled models, please report the bugs.
Credits:
Bannor Bloodfist made the first mini maps for this tileset, the rest were made using minimap-gen for Neverblender by Asymmetric.
The raised city terrain walls and some of the grass tiles are based on tiles from the TNO tileset by DLA.
I replaced two trees on the TNO tiles by trees made by Lord of Worms.
For the other trees I used the trees Helvene made for the rural tileset.
One ship is based on a model made by Brother Roth, the others are from the TNO tileset.
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I put up some screenshots (by me) and a video (by mdarkbyte?) here.
Worth looking at ;-)
Zwerkules, I have an older version of Medieval City that weighs in at 289 MB, while the latest posted here is 200 MB. How did you slim it down? Is there anything missing?
I ran the models through CleanModels and also let it combine all the meshes that use the same textures.
That reduced the size of the unpacked hak considerably, but the size of the packed hak went up because it can't be compressed as much as before any more.
vote 10++
Great tileset Zwerkules and thank you for sharing it.
Beautiful!
It would be very cool to get a few rural options for building on the grass. Having villages right outside of the city/castle walls would be nice. It would also be neat to have an optional castle roof for those high keeps and such. On the whole, a wonderful project with the best city walls I have yet seen.
Hey Zwerk, still working on our PW utilizing your tileset and it's coming along well. One of my friends is experimenting with Q, and can't get the Medieval Extras to work so that doors appear properly. Have any ideas on a proper hak order to have both work properly, or are the tileset extras and Q simply incompatible?
Cheers, mate.
I put the entries for the placeables on the first empty lines of the 2da file instead of at the end because Q entries are at the end of the file and Q is still growing so it was more likely that they'll get incompatible with Q if I had used those lines.
For two haks of placeables to work together you have to merge the placeable.2da files. If both use the same lines you have to move some of the 'overlapping' lines to the end of the 2da file.
Project Q probably doesn't use the lines the medieval extras use because they are lower than those used by Project Q.
Take the placeable.2da file from Project Q, add the lines from medieval extras at the right place and put the file in a hak with higher priority than the other two haks. You'll probably have to do the same for doors because Project Q also has doors.
If you want to combine the medieval extras with Project Q and you don't need the bone piles and three sarcophagi, take the placeables.2da from project Q.
Move lines 202 - 208 to 219 - 225 and lines 212 - 214 to 226 - 228, then copy lines 202 - 218 from the medieval extras placeables.2da to lines 202 - 218 in your 2da file, save it and put it in a hak with higher priority than the other haks.
If you need the bone piles etc add the lines 202 - 218 after the last line in Project Q's placeables.2da.
The blueprints in the erf won't work any more and you'll have to edit them to select the right appearance for them.
Medieval extras uses lines 50 to 70 in the genericdoors.2da. Those lines are empty in Project Q, so they are compatible.
Copy lines 50 to 70 from one genericdoors.2da into the Project Q genericdoors.2da and put the new file in a hak with higher priority.
If you don't know how to merge 2da files, I can email you the two merged 2da files if you like.
Nice work " Zwerkules "
" Zwerkules " thanks for all the time and work you put into making things for NWN1.
I love this tileset and I use it.
Thanks to your instruction, we were able to get the Medieval Tileset to work with Q...And the eventual Q and CEP rip that we put together so we could take advantage of both.
Can't wait for the update, either.
Any plans to add water falls?
As you can see I tried to make a water fall using medieval city but no luck.
I would love to be able to make waterfalls with this tileset but I know that it might be more work then it is worth for some.
Oh and is there any chance of getting city docks?
No and yes.
That was the short answer, here's a longer one:
Since Medieval City is a city tileset, you can use it to build small and not so small waterfalls in the city. It is not a rural tileset however and I won't add any more rural terrain to it.
With the medieval rural tileset you can build all kinds of big and small waterfalls. You can even build a whole mountain with water flowing down all sides of it. Not that that makes any sense, but it's possible.
Docks will be added to the tileset, but nothing like the TNO ones. If you want docks to be as big as those, you can already build them with cobble terrain next to water instead of using crossers.
This is so impressive, I'm almost at a loss for words to describe it. It's a bit like being given an artist's toolkit, where I don't have to know how to paint, and being able to produce some great works. Thank you!
You see? This is what I was talking about! - Here's another example of something I was completely, rabidly, utterly certain I voted on... and clearly those insidious Spleens have erased the vote... or my memory is in an even worse state than I thought...
Long overdue vote, thank you!
delicious of course
I would really like to use this tileset in my module, but unfortunately, I'm having trouble merging the genericdoors.2da from this hak with one of the 2das from the project Q compatibility packages. The more doors genericdoors.2da has something listed in 2da lines 50-70, so when I try to merge them together, I always end up losing the doors from this hak, since I have to move them to the bottom.
Is there any way to merge this hak with the aforementioned compatibility package?
Maybe you have a newer version of Q than I have. The one I have only has MD_Reserved on line 50 to 70. Those are no actual doors and the lines can be replaced with the ones from the Medieval City Extras hak.
Also, the tileset doesn't need genericdoors.2da to work, you need that if you want to use the doors and windows in the extra hak, but the tileset will work without those.
The normal Project Q genericdoors.2da does have MD_Reserved listed in those lines, but the merged More Doors/CTP doors 2da found at http://neverwintervault.org/project/nwn1/other/patch/compatability-packages-project-q has those lines filled in. Is there any way to use those changes together with the extra hak, or are they just incompatible? Could I use the NWN Model renamer to make them compatible?
The specific 2da I'm talking about is in the more doors package.
You can always merge genericdoors.2da files and there are no problems if you haven't used any of the doors yet. If you have used doors and moved their lines in genericdoors.2da you have to change the door's blueprint which will have changed to the appearance of the other door that is referenced by the line of the door you moved.
For example click on "paint doors" and "Custom". You'll find the blueprints for the Medival City doors there if you imported the erf. If you had to move the line for the door with a window, look for "door with a window", click on it, then look for "Generic Appearance". That field would normally read "Merchant Door", but will have the name of the door it got replaced with now. Look through the doors named "Merchant Door" until you find the one with a window.
Reapeat that for all the blueprints of the doors that got changed. If you're not using any premade blueprints you'll have no problems after merging two genericdoors.2da files anyway.
If you have already used the doors from Medieval City Extra, but aren't using the ones from the Q compatibility hak (yet), better move those doors to the end of the 2da instead.
This is really great work. Thank you so much!
Absolutely loving this tileset! The server I work on is going to be relaunching soon with a time jump, starting with one city; we'll be using this set for our sole township and slowly expanding outward. It's that good!
I did have a question, though - is this minimap white square thing normal, or did I do something wrong in implementing the content / building the area? https://www.dropbox.com/s/wpub22b9bzkzlng/Screenshot%202016-03-11%2002.2...
Thanks!
The minimaps for a 1x2 gate group and a 2x2 square are still missing as well as for all the new groups I made (for example a temple, a park with a pond and a warehouse with a docked ship), but I think I haven't uploaded a version with the new groups yet anyway because I want to at least finish the lighthouse, a smithy and a shop before I upload another version.
Roger that. Looking forward to it!
Excellent work! Thank you!
Hi, stupid question here...
How do i use it in my toolset. Downloaded hak file but how to create an area with it, thanks.
You start the toolset and either load an existing module you want to work with or make a new one. A new module needs a first area to be created before you can edit its properties. Either make a new area that you are going to need with the existing tilesets or a very simple 2x2 area if you don't need it. It can be removed later.
Open the module properties from the "edit" menu and select the "custom content" tab. Next to that "add" button you'll see a drop down menu. You'll find all the haks in your hak folder listed here. Select "medieval" and press "add". Now you click "okay" and then "yes" when a warning message pops up.
After that if you create a new area you'll see "Medieval City" on the list of tilesets. Create a new area with it and place a starting point in it and remove the first area you made when you created the module if you don't need that area.
I found a walkmesh error, it had already been resolved and I have an older version, or...
Tile : tcm01_x02_02
I'll take a look at it.
Well done!
This is a truly great tileset that helps a lot to build the kind of cramped medieval cities from more grittier settings like Warhammer or Witcher. And the castle tiles are both beautiful and (historically) accurate looking that just toying around with them in the toolset is a pleasure.
Thanks a lot for the work and effort that you did put into this.
PS: Will the merged hak also make it compatible with CEP 24? As it is now I miss out lots of custom placables from CEP if I try to use both in the toolset.
There's always something new to find when playing around with this tileset. Top notch design! Thanks Zwerkules for all your time and hard work!
FP!
This tileset is GREAT and it goes without saying but " Zwerkules " keeps raising that bar for creators in this community
Very Very Nice work " Zwerkules " I haven't downloaded one thing that you have done that I haven't loved.
Please keep it going. Thanks for all that you do for this game and the community.
Awesome. Very nice content.
Awesome!
Hey Zwerkules I have a little bug (think so?).
At tcm01_b12_01 and tcm01_b08_04 this happens...
Do you know how to fix it? On 3Ds Max looks alright but ingame/toolset not
That is a bug that is quite common in the TNO tiles. Some meshes have rotate texture activated. I fixed some of the tiles, but others escaped me. Thanks for the bug report.
Even if rotate texture is not activated on the mesh that shows the wrong orientation, there will be another mesh that uses the same texture that will have rotate texture activated.
Nice, now it works fine! The above mesh didn't have rotate texture activated but the one under water did! Haha. Thanks!
Has anyone merged the door 2da with cep2.65 doors? That would be awesome :)
NWN EE.
Water animation does not play.
Same problem with the rural tileset.
*.txi files in hak.
Any idea why?
Warm winds and hello! First, let me congratulate Master Zwerkules on his achievements with this tileset. If there were CCC awards for Best in Show (and there should be), I would have you at the top of the list.
I had a question about using the Wall terrain. Specifically, the tower portion of that terrain. It seems that I get portcullises as the default door appearance for these and I’m not sure why. I’ve poured through the doortypes.2da and I can’t find any inconsistencies. I don’t use Project Q, but I have merged your 2da doortypes with mine. Any ideas on what might cause this?
Warm winds and hello! First, let me congratulate Master Zwerkules on his achievements with this tileset. If there were CCC awards for Best in Show (and there should be), I would have you at the top of the list.
I had a question about using the Wall terrain. Specifically, the tower portion of that terrain. It seems that I get portcullises as the default door appearance for these and I’m not sure why. I’ve poured through the doortypes.2da and I can’t find any inconsistencies. I don’t use Project Q, but I have merged your 2da doortypes with mine. Any ideas on what might cause this?
Those tiles use a small door which is 1410 in doortypes.2da. The portcullis are 1409. So somewhere before that you have a line too much.
If your editor shows cursor positions, click on a line and if the position isn't the line number shown + 5, that line is in the wrong position.
For example the line numbered 1410 in doortypes.2da has to be at cursor position 1415, ...
Interesting, thanks for your reply, but I'm afraid the plot only thickens. When I examine my doortypes.2da, and I place my cursor at Line 1410, the cursor position does indicate that I am at position 1415. Observe:
However, when I open up the doortype 2da for the medieval hak, that same 1410 line is at position 1414 with the cursor.
Oh, sorry. The lines start at 0 and you have to add 4, not 5. 1414 is correct, 1415 is wrong.
Ah, yes, I found it now, thank you. Stupid double entry on my part threw everything off. All is well!
Another quandry, though in a different vein, and let me add that this might be most favorite tileset to work with. When transitioning through the doors on the "Thieves Guild Below Temple" Group set, instead of landing on the other side of the doors, the door transition is popping one at down below in the little cubby area below the temple. Everything is fine going in, it's the coming out part. I attached the picture below. Ignore the waypoints. I'm using those as a bandaid so that one can land on the landing when they come out of the doors.
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