It's in medievialrural by Zwerk.. There's a search function in NWN Explorer. (bottom of the resources tab)
Combining Tilesets together
#26
Posté 19 février 2016 - 02:24
#27
Posté 19 février 2016 - 02:31
Never mind I just found a copy of it in Zwerkules Medieval Rural tileset.
#28
Posté 19 février 2016 - 02:34
WoW thanks T0r0 I'm glad you pointed the search function out to me. I never know that was there, man I could have been saving a lot of time.
Thanks again T0r0
There is a PW " The Vast " that put together a really great looking override/addon for the standard forest tileset.

The only downside is that it pulls some tiles and textures from a few other tilests. So it's not completely independent by its self. There for, since I like it so much and would love to use it my self I have taken the time to peace it together so it can and will be its own stand alone hak override/addon. This way all the other haks will not be needed in order to use it.
#29
Posté 19 février 2016 - 03:40
To think that both the rural and forest tilesets I'm working on are overrides/addons for the standard rural and forest tilesets is just crazy. I mean just think people could use haks like these to update their modules or PW's and give their worlds a whole new look.
Here is another screenshot of the forest. It has raise lower, hills, non walkable rural water waterfalls, trees/bushes with different shades of greens/browns, and much more.

Don't get me wrong I didn't make any thing I'm just peaceing it all together. I started with a base hak that pulled its tiles and textures from other haks. So I'm really just pacing together a puzzle. So I'm not taking any credit. I'm just saying I could see where a lot of people could find haks like these very useful.
The tiles, textures, models and everything was made by a lot of different people. I know some of it is Zwerkules, Six,and T0r0 work. I'm also sure there were more who's work was involved in making the things used in these override/addon tilesets. To be honest I don't have a clue how many or who all had a hand in it. I do know one thing, this community has some really gifted people putting in lots and lots of hours to make some really fabulous things for this game and if it wasn't for these people this game would have died a long time ago.
Oh and lest not forget the people who keep up and run the websites, the new vault, and forums that we all use.
Edit: Shoot I owe most of everything I know and have learnt about this game from you all. So thanks for the help that you all have done for me personally. Because it has brought me to where I now and I love it. ![]()
I just love this game but even more I love this community.
#30
Posté 19 février 2016 - 04:16
I only thing with tilesets that I don't really like the idea of toying with is the .set file. So this is the next thing that I really need to learn. So to help me with this I have been thinking of adding the TNO Castle Crosser, Castle High, and Castle Low to the CRC tileset. How hard and how much time would this be to do?
#31
Posté 19 février 2016 - 04:58
I only have a few textures left to find, then I believe the forest override/addon should be complete.

I'm just not sure on how to find out the name of the textures I'm missing, but I'm still trying
.
#32
Posté 19 février 2016 - 05:18
Make note of tile mdl with missing textures like Cervantes pointed out.. Then go thru that tile in notepad like I pointed out.
Another way is using jlen set editor.. However you need to have everything in one folder. It's a great tool for lots of stuff except actually using it to edit the set file... Ironic..
#33
Posté 19 février 2016 - 05:42
Thanks T0r0 I was trying to do that which worked for the tree shak, the tile numbers its giving me for the AirShip, Sphere, and the Tower are not in the hak. So I can't bring them up in Notepad. Which is why I'm not sure what to do now.
#34
Posté 19 février 2016 - 05:55
I don't understand how they are showing up if I don't have the models in the hak.
I'm only using the one hak and no others right now.
#35
Posté 19 février 2016 - 06:29
Never mind I goofed I have so many haks in my hak folder and so many different copies I was opening the wrong copy. Doh ![]()
#36
Posté 19 février 2016 - 06:43
Well I found them but when I open them they are unreadable. Don't ask me how or why I don't have a clue. All I know is that I have been able to read all of them up to these ones. I can still open the others and read them just not these last few. What the heck lol. So very close.
#37
Posté 19 février 2016 - 07:20
#38
Posté 19 février 2016 - 07:24
#39
Posté 19 février 2016 - 11:09
Thanks again T0r0.
Well I was able to find most of the textures but I'm having trouble finding " ztall_sphere "
#40
Posté 20 février 2016 - 03:12
To keep track of which textures are still missing you might find a tool I wrote ages ago now, called Orphan Hunter useful. It's one of four little tools that I moved to the vault some time ago.
TR
#41
Posté 20 février 2016 - 07:19
Thanks a lot Tarot Redhand
#42
Posté 25 février 2016 - 05:21
I only thing with tilesets that I don't really like the idea of toying with is the .set file. So this is the next thing that I really need to learn. So to help me with this I have been thinking of adding the TNO Castle Crosser, Castle High, and Castle Low to the CRC tileset. How hard and how much time would this be to do?
Set files AND the palette / itp files can be VERY confusing, but all in all, they are fairly simple, just convoluted in how tiles were added to a set. Most tile-sets that are out there now are addons to various other sets as you have already found. Not all of course, there are some truly great tile-sets that are completely new mdls created by a single artist.
So, once you add a single basic terrain, say grass, then you want to add water, etc, each terrain requires a minimum of I think it is 11 tiles to be created, BEFORE you add the next terrain. When you have two terrains, the numbers go up as you also have to create the various tiles that fill the blanks between them. Humans being what we are, we tend to get side-tracked during the creation phase, and decide "Ohhh, I want a building that has x or y, so we stop working on the various terrains and add a group to the set. With all the stop - starts, the tile numbering gets way confusing, and no longer follows a straight a through z lettering or numbering scheme.
Anyway, I had some tutorial posts on the harvestmoonconsortium site, that may still be available. Those posts attempted to explain various bits. I attempted to share what knowledge I had or the knowledge I had borrowed from others and bring them together to help others learn and at the time, get those others to join the CTP to help us along with our projects... some joined, many commented, and life went on.
Go here: HarvestMoon Custom Content Forums and you will find all sorts of various explanations. Take the time to read through them. I am not claiming they are perfect OR the last word or anything, but likely more tile-set related stuff will be found there than elsewhere.
- Zwerkules, Tarot Redhand, thirdmouse et 2 autres aiment ceci
#43
Posté 25 février 2016 - 07:20
Of people who knows things about tilesets, Bannor's one of the best. Check his stuff out
You can also try to wing it, like I did, but it tends to end with broken tilesets
(I'm sorry, Bannor. I tried)
#44
Posté 25 février 2016 - 10:53
I particularly like the tutorial on making a single-tile tileset. So thank you for that one and you never know one day I might just (all right who said "flap, flap, oink") get around to doing one or two of those.
TR
- Bannor Bloodfist aime ceci
#45
Posté 26 février 2016 - 06:20
I particularly like the tutorial on making a single-tile tileset. So thank you for that one and you never know one day I might just (all right who said "flap, flap, oink") get around to doing one or two of those.
TR
Ummm haven't you seen that latest snack food commercial with the pig using jet/rocket engines? Flapping is so pase'
I wish I had been able to complete the other tutorials I originally had in mind, but with time and money lost over the past 5 or 6 years with damaged computers etc, I just lost all the notes I had compiled on the different things I wanted to create new tutorials for. MerricksDad's tutorial on creating a tile-set is better in some ways than some of what I had created, but of course a single tutorial just can't cover everything for tile-sets, texturing, animating etc...
Anyway, tile-sets are something that require time and strong interest in creating said tile-set. Focus is the most difficult aspect of it. You can't really create a tile-set while also attempting to build a module, or create creatures etc... placeables are a bit different and sometimes they are needed or desired with a given tile-set, and while creating that set, creating any planned placeables at the same time makes sense... but if you are attempting too much other stuff, well, confusion sets in, then forgetfulness, and after sometimes months of work you end up with a .SET file that just won't work and you throw your hands in the air, hit delete, and move on to something else altogether... I know, I have done it.
I still have basic (not correct term, believe me) sets that are expansions of rural, forest, tropical etc... HUGE sets actually. Way too much work for a single person to accomplish. Biggest problem for me has always been forcing myself to work on completions, making EVERY terrain and EVERY crosser work. When dealing with huge sets that have more than 3 or 4 terrains, and 6 or more crossers, the combinations required to make them all work together just exponentially grows to the point that there is absolutely no way to even find the first tree, much less the forest...
Basically, think smaller I guess. There will always be enough "extra" work to do, typically more than you originally thought, heh, not typically, but ALWAYS. There are always reasons to think that having an extra terrain in a set is a good idea but when you add more and more, that work truly gets daunting. Of course, having said all of that, I STILL love buildings sets, and fixing them... I just need to get a decent computer to accomplish it.
- Tarot Redhand, Michael DarkAngel, thirdmouse et 1 autre aiment ceci
#46
Posté 25 juillet 2016 - 03:57
Ok I put together an override/addon hak for the standard rural tileset. However when I tried to us it with T0r0's rural addon I found out that his tiles are at a different hight.

Is there an easy fix to get these two rural addons to work together? What would I need to do to get these haks to play nice with each other?
#47
Posté 25 juillet 2016 - 04:43
Is it as easy as finding each tile and changing the height of the tile some where?
If so where do I change the height of a tile at?
#48
Posté 25 juillet 2016 - 07:46
I'm starting to think that you can't raise a tile by changing a number somewhere.
Do you have to put the tile in GMax or something to change the height?
#49
Posté 25 juillet 2016 - 08:03
CleanModels by OMB to save the day !
Although you will learn more firing up gmax/3dsmax/blender and adjusting the height manually ![]()
- Zwerkules, Jedijax, shadguy et 2 autres aiment ceci
#50
Posté 29 juillet 2016 - 03:14
Every time I try to raise a group of tiles using CM3 the tiles become unwalkable why is this?





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