NWNCQ v1.3
#26
Posté 30 décembre 2010 - 08:37
#27
Posté 21 janvier 2011 - 06:41
In my view this project would be perfect if the hak set up was modular. Meaning that there was a separate hak add on for each tileset you want to replace. Players could download the whole package, but builders wouldn't have to use them all.
I'd be happy to help with this if I could coordinate with someone that knows the hak inside and out.
#28
Posté 01 février 2011 - 08:22
I have uploaded a modular hak system for your NWNCQ. Each tileset is its own hak now. It is a single download. You can see here: http://nwvault.ign.c....Detail&id=8013
Without this approach I couldn't use NWNCQ, but now with it, I am able to appreciate all the beautiful work you have done. Please contact me so that we can work together on this. Thanks.
#29
Posté 10 février 2011 - 01:41
Installer with options on which tilesets to install and leave out?
I just recently purchased NWN Diamond off GoG and decided to see if anything new was released for it and came across this 'upgrade overhaul'.
I wish I could help move this project further but my experience with the toolset is not very great
I can make areas and custom items but my scripting is next to none
Thank you for the hard work here chico400!
#30
Posté 10 février 2011 - 05:32
#31
Posté 11 février 2011 - 03:45
#32
Posté 15 février 2016 - 09:26
I have to say that I can tell the difference in texture quality, but I do have to hand it to NWNCQ that it did do a really great job of making an area look lush without having to use a bunch of placeables. Which is something I for one love's out of a tileset. Using loads of placeables in an out door are just to make it look lush when the tileset its self could do it is just a wast imo.
This fist one kind looks like the woods around here in northern Ohio, if it had 3 times as many tress
. Most of the woods around here has loads of smaller trees.



and that last one is the rural tileset lol.
Very nice work on making the area look lush.
I forget did NWNCQ change the ground to be hilly/bumpy like Lord WoRms tileset ground is?
#33
Posté 16 février 2016 - 05:35
Yes it did.
It's really the opposite of what module builders look for in tilesets, or so I'm told. See, the thing is player and builder needs are almost opposed in this regard. Builders usually want a clean canvas to fill with their own ideas and work, whereas players just want realism, variety, "lushness" as you have mentioned. Unfortunately, Chico went a bit overboard. His NWNCQ is so full of already set stuff that it tends to conflict with modules that are heavy on placeables, creatures, triggers, etc. This is why I recommend it mainly as a basis for further, personalized projects. The idea is pro-player, but went a bit too far!
- Zwerkules, Tarot Redhand et Tonden_Ockay aiment ceci





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