This is a rather unspectacular modification of the rural tileset :) It allows you to place forest directly adjacent to a cliff. I got frustrated at using walls as 'natural' blockade to keep players from certain areas, so I created these tiles. If you want to see more tileset work visit the german High Forest Alliance (www.neverwinternights.de) once we are online. If you want to transfer these tiles to an already modified rural tileset: - copy tile 249 - 259 from the set file of the hak pack to your new set file - increase the tile count by eleven - modify primary rule 25 so tiles adjacent to forest on level 1 do not get raised.
This is now version 1.1. CHANGES: - Turned z18 model - Added the edge.2da so that the correct edges will be shown - Modified the path modifiers on the set entries
Posted by Anonymous ( 212.202.xxx.xxx ) at 2004-09-30 22:00:00
Any chance to update this for SoU/HotU?
Posted by toddntory at 2004-09-01 15:12:27 Voted 7.00 on 09/01/04
Great idea and very useful. There are a few tiles missing that prevent doing a full edge around an area if you have elevation. Also some edge file problems and shadows missing or incorrect on some of the trees tiles.
Posted by Smolin at 2004-02-20 10:36:22 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 10 Ease of Use 10 Quality Control 10
_________________________ Live fast, die young, and leave a lootable corpse.
This is a compilation of the old system into a single score. There were 3 that made this score of 9.00.
Posted by Smolin ( ..xxx.xxx ) at 2003-08-10 23:27:00
Very useful hakpak. You have made the process of laying out areas so much simpler. Many thanks! Wondering if there is any plan in the works for the same sort of thing in the City Exterior tileset. It frustrates me to no end that I cannot place Building terrain at the edge of an elevation.
Posted by Lucifer Church ( ..xxx.xxx ) at 2003-05-02 13:18:00
I am not quite sure what you mean.
FF
_FF
FF|
FF|
If that is what you mean (forest at the base, forest on top of the cliff), then you can do that with the standard rural tileset. It was always possible to build a line of trees up a hill. But I'm not sure we talk about the same thing. :)
Posted by Rune Caster ( ..xxx.xxx ) at 2003-05-02 02:31:00
I realized after i posted that i wasnt too clear. I meant to say that if there are forests at the base of a mountain, then you can place some at the top of that mountain. Another words you cant have some trees on the low level, go up a level, and have some more trees. Can you try to fix that? Thx
Posted by Rune Caster ( ..xxx.xxx ) at 2003-05-02 02:14:00
You forgot one thing, if there are forests at the base of a mountain, then it still wont let you place the trees there.. Think you can fix that?
Posted by Black Hawk ( ..xxx.xxx ) at 2003-04-10 09:37:00
Posted by Nomar ( ..xxx.xxx ) at 2003-03-22 04:08:00
Very nice, but it still has some bugs:
- On some inner curve tiles, the walkmesh extends partway down the cliff, allowing the character to stand (and walk) on an almost vertical surface! Yo can see where this is in the game because there is some grass half on the cliff and half in mid-air in these places.
- Not really a bug, but a cosmetic issue: the minimap looks garbled.
This is a great thing however, it will make outside areas MUCH more believable. Nice work!
Posted by Ugh ( ..xxx.xxx ) at 2003-02-05 16:06:00
The change works great! Thanks.
Ugh
Posted by Lucifer Church ( ..xxx.xxx ) at 2003-02-04 15:59:00
Thanks for the hint. I turned the one model and modified
the set file accordingly. I added the edges file to the
hack, so that the edges will show correctly. I also tried
to set the path settings in a correct way to the tiles.
Don't know whether I did that correctly. Found the system
Bioware describes in the tileset documentation somewhat
weird. If anybody notices any pathing problems, I'd be glad
if you send me a notice.
Lucy
Posted by Ugh ( ..xxx.xxx ) at 2003-02-01 23:32:00
Great addition. But I have one request... The new tiles
have a minor problem along the edges. There needs to be an
addition to the ttr01_edge.2da file to allow the tiles to
continue past the edge of the area. The problem is when I
try to use your tile ttr01_z18_01.mdl to do this it is
rotated 90 deg. in the wrong direction. Is it possible to
make another version of just this tile that is rotated 90
deg (in either direction... it doesn't matter I can just
reverse the values in the edge file.) I don't need to
replace your tile just add the new one to be used in the
edge file only. For the time being I'm using Bioware's
tile TTR01_Z06_01. (They have two versions of this tile
too. They did the same thing...made an extra version of
some tiles to be used just off the edge of the area) It's
just missing the trees on top of the cliff.
Thanks,
Ugh
Posted by Michael Anderson ( ..xxx.xxx ) at 2003-02-01 16:11:00
Doh!
You're right! How could I have been so stupid!
My humble apologies for wasting your time - thank you very
much for the replies!
Cheers,
Michael
Posted by Lucifer Church ( ..xxx.xxx ) at 2003-01-31 15:23:00
Sounds like you did not copy all models over to the new
hak pack. Extract all files from my hak and put them in
the new one with the combined tileset. If you have gaps,
that means that the toolset cannot find the model. So
either you changed the model name in the SET-file or they
are not in your hak.
Hope that helps...
Lucy
Posted by Michael ( ..xxx.xxx ) at 2003-01-29 02:05:00
Thanks for the reply...
My problem with Waylands is that there are extra tiles
already included - when I copy over tiles 249-259 (adding
them after the final so as not to replace wayland hills),
adjust the total, etc. I get wierd effects - missing tiles
or gaps in the terrain when I put trees on a raised
level "hill" or otherwise.
Note: I did renumber the tiles to fit in with the numbered
tiles already present.
I have tracked down Thallions Hills and Homes (great
set!), but have the same problem.... :(
What am I doing wrong?
cheers,
Michael
Posted by Lucifer Church ( ..xxx.xxx ) at 2003-01-29 00:55:00
I have to admit that I only choose to use Thallions hills.
That combination works fine. What is the exact problem in
combining it with Waylands Hills?
Lucy
Posted by Michael ( ..xxx.xxx ) at 2003-01-29 00:51:00
Fantastic Hak - I'd love to use it combined with the Hills
of Wayland unfortunately they don't mix well.
Any clues?
Michael
Posted by dolow ( ..xxx.xxx ) at 2003-01-27 11:53:00
i like it, i like it alot.
i just had the exact same problem.
i will be sure to have this in my mod...
Posted by Sir Gregor ( ..xxx.xxx ) at 2003-01-26 23:23:00
Kann nur sagen, das Teil funzt einwandfrei und sieht gut
aus.
Endlich mal wieder ein bißchen deutscher Content ;)
Weiter so, Lucy !
Man sieht sich :)
Posted by Morquendel ( ..xxx.xxx ) at 2003-01-26 17:43:00
Schön was von dir hier auf der Seite zu sehen :)
Posted by drako_wolfheart ( ..xxx.xxx ) at 2003-01-26 13:51:00
Sometimes the simplest of modifications make the most
difference! This is good... very good.
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