08-03-2007, 04:53 AM
I know some of the corners are way too sharp. maybe i could get shewter to make half corners, or corner pieces where the size of the wall coming off it is half the length, so i can have the buttresses on all the corners with out the building getting too physically big.
I agree with replacing many of the textures, especially the sloped roof ones, which look pretty bad. And I also agree that the two textures dont go together well, but I'm unsure as to which i prefer. The flat roof texture badly needs replaced as it doesn't tile at all, and there are a few issues with the models themselves that need corrected. Will compile a list for someone (probably shewter, as the original modeller) to investigate and remedy.
As for the thiefs road, traffic is two way, so we can't have too much height variation with jumps, as unless the PC has uber acrobatics it would be impossible to jump from a two story to a three story building. I could like to have some cloth canopies to run across, or even rope bridges (if at all possible). But it will take a while to get some of these, so i think i should just concentrate on getting the basic city down first, before i really concentrate on the nitty gritty details like the thiefs road, what i have currently is an example of how i could go about building one. It will be reasonably difficult to navigate, as the planks are fairly narrow, but i can scale them up a bit if need be.
The "indoor" bazaar is fully accessible to the outside world in that it will not require a cell change in order to get into the center. all the shops and houses will be accessible from the exterior cell. I really need to overhaul this as the two different textures clash sickeningly. i think i should only use the paler ones, and just not use the really orange ones, much as i like them. Wait i have a major idea for that now....
I agree with replacing many of the textures, especially the sloped roof ones, which look pretty bad. And I also agree that the two textures dont go together well, but I'm unsure as to which i prefer. The flat roof texture badly needs replaced as it doesn't tile at all, and there are a few issues with the models themselves that need corrected. Will compile a list for someone (probably shewter, as the original modeller) to investigate and remedy.
As for the thiefs road, traffic is two way, so we can't have too much height variation with jumps, as unless the PC has uber acrobatics it would be impossible to jump from a two story to a three story building. I could like to have some cloth canopies to run across, or even rope bridges (if at all possible). But it will take a while to get some of these, so i think i should just concentrate on getting the basic city down first, before i really concentrate on the nitty gritty details like the thiefs road, what i have currently is an example of how i could go about building one. It will be reasonably difficult to navigate, as the planks are fairly narrow, but i can scale them up a bit if need be.
The "indoor" bazaar is fully accessible to the outside world in that it will not require a cell change in order to get into the center. all the shops and houses will be accessible from the exterior cell. I really need to overhaul this as the two different textures clash sickeningly. i think i should only use the paler ones, and just not use the really orange ones, much as i like them. Wait i have a major idea for that now....