Silgrad Tower from the Ashes

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Wossit? JKJ whyn't you invite this 'orrible ole baldy beardie geezer to dine?

If you see a beard on the highroad howling at the moons, that's me!

:bananarock:


and don't mind about the 16 girls holding a convention in said beard, they're quite friendly really - honest.
Nice Smile
Another update, sorry its been so far between.

Been playing around with the banner texture toyb made.

Fort Sandmoth (shared between the Imperial Legion and the Orcrest City Guard
http://i207.photobucket.com/albums/bb249...ion210.jpg

Fort Sandmoth Entrance
http://i207.photobucket.com/albums/bb249...ion211.jpg

The Entrance to the Anequina Council Chambers and the House of Representatives
http://i207.photobucket.com/albums/bb249...ion208.jpg

Lots of banners....
http://i207.photobucket.com/albums/bb249...ion207.jpg
Looking good, but redundant. We need new models, badly.
Quote:Originally posted by DarkAsmodeous
Looking good, but redundant. We need new models, badly.

Post a model claim list and I'll make what yo' need. It's hard to know what to model when there isn't a description Tongue

And ALOT of those banners need to be removed, it looks like some fugly christmas celebration gone horible askew, and you need to vertex shade on the ground (and I should also mention that the tileset would look so much better with vertex shading) because as Lady N mentioned in another thread, it looks like ass without it.
Alrighty, I haven't updated this thread for a while, but here goes.
I have moved Orcrest into its own worldspace, and this alone have drastically improved framerate. the city is much smaller physically, and there are no new buildings. I've been working on the gardens more than i have the surrounding area, hence no vertex shading, or even complete landscape texturing yet, so there are still a few bare patches. However i have been working on interiors, mostly houses for the current npcs, and given them daily routines, so the city feels slightly more lively. anyway some piccys:

the East Gate from the gardens:
http://i207.photobucket.com/albums/bb249...ion306.jpg

Small pond near the East Gate:
http://i207.photobucket.com/albums/bb249...ion307.jpg

And again from up on the ledge of the previous pic:
http://i207.photobucket.com/albums/bb249...ion308.jpg

This building will be an inn:
http://i207.photobucket.com/albums/bb249...ion309.jpg

Looking back at town from East Gate:
http://i207.photobucket.com/albums/bb249...ion310.jpg

Small pond in the gardens:
http://i207.photobucket.com/albums/bb249...ion311.jpg

Poor Luke is the only NPC in Orcrest without a house at the moment i bet he's sick of raking 24/7:
http://i207.photobucket.com/albums/bb249...ion312.jpg

The high road with thekarithians walls in the background:
http://i207.photobucket.com/albums/bb249...ion313.jpg

The West Gate:
http://i207.photobucket.com/albums/bb249...ion314.jpg

The view from Hamen's balcony:
http://i207.photobucket.com/albums/bb249...ion316.jpg
Looks very promising,keep up the good work guys!

`Senten
It looks great, Ja-Kha'jay!

Koniption
Quote:The theif's road idea sounds great, I need some really long wooden planks to be made to cross the streets.

To cross large gaps you could use a zipline! Big Grin

By the way, looking awesome! :goodjob:
Listen up JKJ, I have another idea on how to speed up FPS even more. I used it in King's Walk, and it made a real difference.
BTW, good idea making the city smaller and changing the walls.
Anyways, the main problem is that there are too many seperate statics, each house is composed ut of on average 20-25 different pieces. My idea is that I make a one-piece model for each of the houses.
That way, we'll reduce the number of statics drastically and also improve FPS.
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