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  1. msteiger

    WIP [Texture] Church Doors

    Looking good! I still need to figure out how to actually use them. There's DoorSystem which somehow uses door shapes, but I can't figure out the details. Maybe Cervator knows?
  2. msteiger

    Implementation Tasks

    Very nice! The module.txt in "Tasks" is not yet up-to-date. "id" and "displayName" should be "Tasks", I suppose. How do you test the module? How do I get cards / open the UI screen? How do you create new quests?
  3. msteiger

    Implementation Tasks

    Awesome! I look the liberty and updated the "Questing" code base (see Pull Request). It now compiles and runs fine. I don't have any cards though. Where do you get them from / create them? Beacons?
  4. msteiger

    Implementation Cities

    More details for SimpleChurch: aisles at the sides of the nave with different roof types and windows in the bell tower:
  5. msteiger

    Implementation Cities

    Adding infrastructure to support more details to individual buildings such as windows, etc.
  6. msteiger

    Implementation Tasks

    Hey, any news on the questing system, nh_99? I was wondering whether we could bring the town generation and the questing module together. Skaldarnar has a neat name generator, which we're currently trying to adapt to town names. If it works (and it will!), we can create a quest like "Go to the...
  7. msteiger

    Implementation Cities

    Ahh .. just in time for Christmas: Created based on the picture of this little church posted on Wikimedia. Larger churches look probably look even cooler, for example this one. Merry Christmas @all
  8. msteiger

    Implementation Cities

    Glad to hear that! Unfortunately, I have to go back to work on Jan 2nd - not sure how fast progress will be after that. Maybe this explain why I'm working that fast at the moment :-)
  9. msteiger

    Implementation Cities

    Thanks for the motivation @all! I've added gates to the town walls: Towers are placed close to intersecting roads and gates bridge the gap across the road. The placement is fine, they just don't look very good in the 3D view - this is why I post the debug renderer picture here :p If anyone is...
  10. msteiger

    Implementation Cities

    Say hello to Mr. Bresenham!! This was created using javaGeom which is not (yet?) part of the TS dependency tree. It needs some brushing here and there, but I think we're getting somewhere ...
  11. msteiger

    Implementation Cities

    I fought my way through and did the placement myself. This is what it looks like right now: It was quite cumbersome to get the placement direction right for all block types (corner and straight - glasz are there gates yet?). I will try to create a general class based on the fence-placement...
  12. msteiger

    Implementation Cities

    Thanks, I will try that out ... The latest screenshot shows a small village consisting of simple housings with three different roof types (saddle, hip and dome). Floor levels are flattened, where necessary. Next thing I will try is to add a fence around the buildings. Can you guys tell me...
  13. msteiger

    Implementation Cities

    glasz: Above all, I need bright color blocks for debugging - bright orange, bright blue, black - easily distinguishable ... what other colors are there? What I would like to have is more medieval kingdom blocks such as different stone and wood types * dark/bright stone wall, * wooden planks /...
  14. msteiger

    Implementation Cities

    It looks a lot better in Terasology ... I could use more assets, though. There are a few in the "Soils" and "Minerals" projects, but only a few and not building-related. Any ideas?
  15. msteiger

    Implementation Cities

    Great, thanks! Can you draw some rasterized blueprints of theses? Maybe even including height? I have a 3D painter ready and it works like this: fill(Vector3i from, Vector3i to, BlockType type) You can draw a wall that is 10 blocks long and 5 high like this: fill([0, 0, 0], [10, 5, 1]...
  16. msteiger

    Implementation Cities

    Hooray! The first rasterized sectors made it into TS ... The roads in the picture above (yes, these are roads!) are rasterized manually, but it's faster than I expected. Next step is to define a few sample buildings. Can here who can sketch a church/townhall/inn/sawmill? :rolleyes:
  17. msteiger

    Implementation Cities

    Thanks! What exactly is the world gen framework?
  18. msteiger

    Implementation Cities

    Short update: Merging roads was buggy and an implementation that supports merging arbitrary roads is quite challenging. This is why I decided to remove it for now :-( The good news is that with some randomness to the road segments they look ok a spline interpolator with thickness makes them...
  19. msteiger

    Implementation Cities

    Great! Thanks a bunch!
  20. msteiger

    Implementation Cities

    Skaldarnar - No I didn't - thanks for the hint. I will check that. Maybe we can have a chat about urban modeling? On IRC or direct conversation (forum) maybe? Cervator - Thanks too :) I called it "Cities" but I could live with a different name, too. It should run as-is, but I will double-check...
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