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Up-to-date tileset packs.


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#1
TheButterflyEffect

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 Okay, forgive me for being upset. This game is TEN YEARS OLD, yet I can't find a SINGLE goddamn tileset pack in the NWN vault that has been updated to work with the latest version of this game.

Holy crap, what is wrong with people? Sorry, but there's no excuse for that with a game that's been around for a whole decade. Or is there? I don't know.

Anyway, please oh please can someone tell me where I can find tilesets that have been properly updated to work with the up to date version of the game? I simply cannot get all of the outdated ones to work correctly, they just cause too many problems. :(

I'm most specifically interested in a rural/city tileset, but I've had no luck...

#2
Carcerian

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For many older tilests its just a case of the developers having retired before 1.69 came out...

Try Medieval City tileset by Zwerkules

or Complete Rural/City v0.985 by Armor Darks

CEP 2.4 expands all of the pre-1.69 bioware tilesets as well...

Note if you use CEP2.4 it will usually not be compatible with other tileset addons.

Modifié par Carcerian, 03 juillet 2012 - 09:32 .


#3
henesua

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And thats just hitting some of the highlights. There is much much more available on the vault.

Modifié par henesua, 02 juillet 2012 - 12:44 .


#4
_six

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What precisely is breaking? I'm assuming mostly doors. If so, you'll find its as much trouble getting tilesets to work with each other as with the latest game version. It's not very difficult to edit doortypes.2da accordingly, but it does potentially mean a lot of work if tilesets need to be edited to support the doortypes changes.

That said, I can tell you offhand that none of my tilesets require any custom doortypes. So you can use any tileset of mine in combination with anyone else's without any issues. You'll miss out on loadscreens but nothing else.

#5
Bannor Bloodfist

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Actually, every single tileset from CTP is 1.69 compatible. Our doortypes.2da is located in the CTP_Common hak and is easily found so it can be edited merged with other doortypes.2da files.

There is another file that you SHOULD also edit which is the areag.ini and file is also located in ctp_Common and has also been updated to include entries for all bioware tilesets and every tileset that CTP has released.

There are links to our releases in my signature.

#6
Pstemarie

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TheButterflyEffect wrote...

 Okay, forgive me for being upset. This game is TEN YEARS OLD, yet I can't find a SINGLE goddamn tileset pack in the NWN vault that has been updated to work with the latest version of this game.

Holy crap, what is wrong with people? Sorry, but there's no excuse for that with a game that's been around for a whole decade. Or is there? I don't know.


Are you serious? In case you didn't realize it, the people that created the content on the Vault did it voluntarily - NOT as a commercial venture. They owe nothing to this game or to the Community for whom's use they produced custom content. Lastly, the final patch for the game was released only in 2008 - long after a good chunk of the Community had abandoned it.

Furthermore, your claim that you can't find a single tileset that works with the current version of the game is erroneous. There are many on the Vault - you just have to look beyond the first page of search listings. I'll list a few...

Wildlands and Wildwoods by Sixesthrice
classic Dungeon and Versatile Dungeon by Maxam
Mirkwood Swamp, Seasonal Forest, etc. by Lord of Worms
Project Q
CEP (Community Expansion Pack)
CTP (Community Tileset Project)
Medieval City by Zwerkules

You can also try doing a search on these names: Sixesthrice, Lord of Worms or WORM or LoW, CTP, CEP, Project Q, Maxam, Custom Content Challenge, Zwerkules, and so on...

Modifié par Pstemarie, 02 juillet 2012 - 06:50 .


#7
NWN_baba yaga

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Welcome welcome butterfly to the land of the awesome-guys-who-works-for-nothing-as-to-be-insulted!

Modifié par NWN_baba yaga, 02 juillet 2012 - 08:30 .


#8
s e n

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ayep this must be a late april's fool :D

#9
Carcerian

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NWN_baba yaga wrote...

Welcome welcome butterfly to the land of the awesome-guys-who-works-for-nothing-as-to-be-insulted!

Hey, some ppl pay good money for that sort of thing, here you can get it for free!

:devil: Butterfly did use the word "please" at least :)


*Is suddenly reminded of Dave Chappelle's Mad Real World*

"It's 4am and i have to work tomorrow, what is wrong with you people!!!!"

Image IPB

"You people? I think we need to have a house meeting y'all.."

Modifié par Carcerian, 02 juillet 2012 - 09:36 .


#10
Rolo Kipp

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<offering a...>

Perhaps the problem isn't in the tilesets, but somewhere else. B E, can you give us some insight into the problems you're running into? Is it problems with doors as _six suggests? Something else?

<...sympathetic ear>

#11
Carcerian

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On my install, the NWNv169.txt filedate is 7/7/2008.

One would assume that mods created earlier are less likely to work than those submitted afterwards.

Many however will still work perfectly, it just depends on how complex the tileset artist decided to get.

Modifié par Carcerian, 02 juillet 2012 - 10:02 .


#12
NWN_baba yaga

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I know that the DOA city rural from back in the days works! I tested it a few month ago cuz i needed a few features and besides the cosmetic issues I had with (but whatever) everything was useable for me.

Modifié par NWN_baba yaga, 02 juillet 2012 - 10:07 .


#13
Carcerian

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NWN_baba yaga wrote...

I know that the DOA city rural from back in the days works! I tested it a few month ago cuz i needed a few features and besides the cosmetic issues I had with (but whatever) everything was useable for me.


Yep!

As far as i know, all the cool addons like roman roads work as well.

I reposted DOA Builder Base Expansion Pack: DLA Trees (resubmitted) as well :)

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As far as DOABB goes, Armor Darks took it to the max, adding castle builder and everthing else there was at the time :)
Virusman helped with SET files. (and I spammed the poor fella with every single rural vault addition I could find *grins*)

Modifié par Carcerian, 02 juillet 2012 - 10:29 .


#14
NWN_baba yaga

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ah, that is the one with the midlevel hills right? Loved the look of it that time.

#15
Carcerian

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Yes, it literally had everything (for its era at least)

Sooooo versitile! I used it for all my ultima mods (except pagan), reskinning the castle parts with ultima stone :)

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Empath Abbey

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Empath Abbey interior (but still same map as above)

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Castle Builder is such awesome stuff, if only it clipped halfway like a proper tileset :)

Same for buildings with rooves, as in ultima games :)

Modifié par Carcerian, 02 juillet 2012 - 10:43 .


#16
NWN_baba yaga

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Ultima 7 was brilliant btw;)The uber interactive game in history!

Modifié par NWN_baba yaga, 02 juillet 2012 - 10:44 .


#17
Carcerian

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NWN_baba yaga wrote...

Ultima 7 was brilliant btw;)

Yeah it was! (good eye :S)

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"I got this feeling, my luck is none too good, this sword here at my side dont act the way it should..." (-BOC Black Blade)

*amazed how long tinypic keeps images*

Modifié par Carcerian, 02 juillet 2012 - 10:55 .


#18
NWN_baba yaga

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I dont have a single problem with the gfx from especially ultima 7 even today. So the pixelated wall and floor textures are fine with me.

#19
Carcerian

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Clipped from Exult :)

Project files are gone ages ago (and it was only cep 1.5 anyway)

Tho sceenies look ok, Id def use a higher res texture similar but more photorealistic if i ever get back to ultima modding...

*Muses* "Retro RPGs" has a nice ring to it challenge-theme-wise :)

Modifié par Carcerian, 02 juillet 2012 - 11:48 .


#20
TheButterflyEffect

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Outdated tilesets cause pretty much ANY content that was added with later patches to not work correctly.

A big one is cloaks - I don't know why a mere tileset would any clothing parts to break, but it does. It also breaks parts of vanilla tilesets that it shouldn't even touch, such as ship pieces. And it also breaks several doors. Ones that I actually want to use for the purposes of my module.

Modifié par TheButterflyEffect, 03 juillet 2012 - 01:15 .


#21
Carcerian

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TheButterflyEffect wrote...

Outdated tilesets cause pretty much ANY content that was added with later patches to not work correctly.

A big one is cloaks - I don't know why a mere tileset would any clothing parts to break, but it does. It also breaks parts of vanilla tilesets that it shouldn't even touch, such as ship pieces. And it also breaks several doors. Ones that I actually want to use for the purposes of my module.

Lol, you are definatly going to have to cite some specifit examples, as the concept of a tileset breaking cloaks is IMO impossible, unless for some reason the tileset is part of a larger hak that includes a 2da for unrelated cloak content...

Are you mixing haks? 

IE using more than one at a time in the same module? 

If so, test each one independently first. When mixing content keep in mind each hak override those below it.

Modifié par Carcerian, 03 juillet 2012 - 01:23 .


#22
Bannor Bloodfist

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Well, unfortunately you have to be more specific as in what specific tileset is causing the issue, and exactly what the issue is.

A broken cloak doesn't make sense at all, UNLESS the tileset replaced a texture, but other than that, tilesets have nothing in common with creatures, armour, placeables, etc.

It is possible that a specific set of haks contains things other than tiles, but you would have to explain what haks you are using.

If a given tileset is an ADDON to some other tileset, then yes, it could have issues with the original. Once you add the addon hak to your module, that particular tileset will be affected even if you are not specifically choosing it when you select the tileset for an area.

Date wise, it truly depends on the individual tileset author/team authors to have set their tileset up in a fashion to work with 1.69. CTP did that long before the 1.69 final release date as we were directly working with Bioware at the time and they were working with us to make sure we didn't step on each others toes.

Other groups had the same sort of thing occur. For the final 1.69 patch, Bioware reached out to the community and made as many accommodations for CC artists out here that they could. Some things they did NOT fix/adjust/change to make everything compatible, but where they could Bioware made a huge effort to work with the community at large and made as few changes as possible to things that would break other folks work.

Having said all of that, you must also realize that time and skill level of individuals and/or teams is fairly limited. Many cc works have basically been abandoned over the years as folks have moved on with their lives or moved on to other games.

Bioware no longer supports this game. There will not be another patch created/released by them for it. All that is left is the community and they have done some pretty amazing things since 1.69 was released to expand the game.

Anyway, it appears you made a snap judgement and statement without fully understanding what truly IS available. The vault can be a difficult place to search, and the sort order of search results can truly be annoying, but it is really all that we have as a resource storage location.

#23
Carcerian

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In a nutshell nwn = base engine that looks up 2da text file indexes of models linked to scripts.

Most of the problems you are having sound like missing 2da entries because you are trying to mix older content with a modern engine.

Most major 2ds can be found in your nwn source folder. (CEP has its own version as well)

Take those (or the ones from your CEP top haks) and append the new content entries at the end from any 2da in a hak you add.

If your 2das dont know about the content, then the game cant display it, plain and simple.

BTW, 99.9% of us are just players and hobby developers who contribute for fun, not bioware staff.

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Please try not to get too frustrated with us, as were just other gamers volenteering to help you :)

Modifié par Carcerian, 03 juillet 2012 - 02:04 .


#24
henesua

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TBE,
Define "breaks" in each of those instances.

You are not being specific enough for anyone to help you. In addition, you have not said a thing about all the links we have provided you about tilesets.

#25
Carcerian

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henesua wrote...

TBE,
Define "breaks" in each of those instances.

You are not being specific enough for anyone to help you. In addition, you have not said a thing about all the links we have provided you about tilesets.

Indeed :D 

What tilesets specificly are you having problems with?

What is your list *in module hak priority* of haks, if you are trying to mix more than one?

Are you "merging" with CEP/d20 Modern/Project Q/The PRC/etc ?

Details PLZ!!!

:P

(need more info or cant help you)

Modifié par Carcerian, 03 juillet 2012 - 02:13 .