![]() ![]() But right now both MFCG and City Viewer are under active development, so at this moment it's easier for me to support them as separate programs. That's what I planned long ago when the original Toy Town was created and I still intend to do so. I agree, that it would be nice to have Toy Town as an in-built 3D mode right in MFCG to skip the whole import-export thing. I think if you combined Toy Town with Medieval City Generator into one app and put it on Steam you would get lots of sales. Most likely this will change in the future. Yeah, I know it's neither convenient, nor intuitive, but it's versatile and this way I can avoid spending disproportionately much time on UI. You need to drag and drop that file onto the City Viewer. The city will be saved as a JSON-file on your computer. How do you import a city from the other Medieval City generator?Ĭlick "Export" in MFCG, then choose "JSON" from the menu. You can't import cities into Toy Town, but you can import them into City Viewer. I dont mean to the degree you would need to in a full blown game, just enough to be a tad immersive.Īdd moving clouds that cast shadow and player can choose time of day for different sun placement etc.Īdd a basic screen shot mode with a focus ring and maybe tilt-shift mode with that.Īnyway sorry about the ramble, i initially meant to just ask how to import a map into Toy Town lol If you add some basic NPC models in basic clothing in 2-3 colours milling about, each slightly different in height, weight and maybe slightly different walking gait and pace. Apparently we can do that already between the two, but not very inituitative as to how to import a city into Toy Town. The ease of being able to gen a city as per Medieval Gen then instantly walk around it as per Toy Town, switch back to 2d and place a new spawn marker to explore another area. In the past i know some writers have used Minecraft to do that, visualize interior and space of a ship or whatever. Plus being a creative tool for D&D GM and authors who want to use it for reference for writing and literally being able to visualize what it looks like from street level for their book or text adventure. The high appeal would be of course being abkle to seeminglessly switch between top down and tweak a city to your liking then explore it on foot and explore would be a huge draw card. I am sure you have thought about this already and has been suggested before, but I think if you combined Toy Town with Medieval City Generator into one app and put it on Steam you would get lots of sales. I suggest in future perhaps adding a popup window perhaps when we press F1 or ? key in Toy Town to display the hotkeys. How do you import a city from the other Medieval City generator? I understand we can walk around a city we generatored in the other city generator. □ For development news and related stuff please check a dedicated reddit community. Makes secondary streets slightly more visible. Shadows double the number of polygons in the scene. Unfortunately "mouse lock" is not implemented in OpenFL for HTML, so it's not as comfortable as it should be. ![]() Click and drag mouse to turn the camera.4 - Top-down orthogonal view (map view).It works on Android and iPad, but not on iPhone (although it may be an itch.io glitch). If you want to see a 3D model of a particular city generated in MFCG, please use a moder modern City Viewer.įor me it works in Chrome, Opera and Safari on Mac and in Chrome and Edge on Windows. Toy Town includes its own generator, which is actually a pretty old version of MFCG. One day it may become a separate native application or a part of the generator itself, or both. Toy Town is a 3d-visualizer * for Medieval Fantasy City Generator. ![]()
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