This hak is just an updated version of Thallion's Hills & Homes v1.25, with the minor improvement of an edge tile for the hills. (An edge tile is the tile that repeats off the edge of an area into the distance.) DoyeleyBoy's Edge Tile did something similar, but had a few problems: his edge didn't quite meet the area tiles, leaving a gap between them; and the edge tile rendered the grass, resulting in a significant framerate hit as you approach the edge. Both those details are fixed here. (NB: the only changes I made to Thallion's original Hills & Homes v1.25 are the inclusion of my modified DoyleyBoy's edge tile, and a new 2da file for the Rural tileset.) ***UPDATE 10/9/2003*** 2da & Set change only Winter tileset cave door problem fixed (I hope). Sorry that took so long: I haven't checked here in a while and didn't realize this was an issue. NEW FILE VERSION: HillsandHomesEdgV3.rar
Honestly, I have no plans to update this. Duties elsewhere have left me scant little time to focus attention on this one, and I no longer use it myself (it's been incorporated into a much bigger hak for our PW). So, if someone would like to take up the torch... _________________________ Live fast, die young, and leave a lootable corpse.
Posted by Beady ( ..xxx.xxx ) at 2003-12-08 03:43:00
Hi just wanted to ask if there are any plans to upgrade this to work with HOTU?
Posted by NRVSXiAN ( ..xxx.xxx ) at 2003-10-25 06:54:00
Has anyone had issues with the odd rural tileset area giving an error and corrupting itself? I have one area in a PW with over 400 areas that has one flaw somewhere. If I take out this pak it work fine, the rest work all good, i have even implemented it in some areas with not a problem. Just this one area and I tried to even load an OLD export of it so it must be a conflict with the original content. No othe tiles have been added just this one.. Any help would be appreciated.
Posted by Smolin ( ..xxx.xxx ) at 2003-10-11 14:53:00
Aghar & -Asylum-Skitzo:
Good call. Just wanted to note that I fixed this in the latest version, now available above. Thanks!
Smolin
Posted by Smolin ( ..xxx.xxx ) at 2003-10-11 10:06:00
Hey Chazm:
I see the 2da lines you are referring to (TransDoor1*TR & EvilDoor1*TR), but I don't see corresponding models in the NWN/SoU game resources for ttr_udoor_08 & ttr_udoor_09. So I think those doors may have been planned for but never actually created. So far I haven't seen any conflicts, either, so I think it's OK.
Smolin
Posted by Chazm ( ..xxx.xxx ) at 2003-10-10 16:51:00
A fix for hills and homes in SoU - this is just what I was looking for!
One question though - I notice that bioware has added lines to the doortypes.2da (lines 85 and 86) which use the same model names (ttr_udoor_08 and ttr_udoor_09) as the 2 halfling doors on lines 116 and 117. Could this cause a conflict?
Thanks again for the great work!
-Chazm
Posted by -Asylum-Skitzo ( ..xxx.xxx ) at 2003-10-06 21:00:00
Yip same problem here. Is there a way around it?
Posted by -Asylum-Skitzo ( ..xxx.xxx ) at 2003-10-06 21:00:00
Yip same problem here. Is there a way around it?
Posted by Aghar ( ..xxx.xxx ) at 2003-09-01 19:11:00
I have encountered a small problem. When installing this Hak it seems to effect the "Cave Exit" transitions on the rural winter tileset. Anyone else here encountering the same problem?
Posted by Ziggy Zoggy Ziggy Zoggy ( ..xxx.xxx ) at 2003-08-29 09:19:00
Oiy Oiy Oiy!
Thallion Stellani& Doyeley Boy& Smolin
Three cheers!
Posted by molo67 ( ..xxx.xxx ) at 2003-07-28 17:49:00
Yar! ;)
Posted by Trembyl ( ..xxx.xxx ) at 2003-07-28 17:45:00
So far looks good...only problem I've seen is trying to raise a section of ground where a hillside has been placed...simply have to erase the hill and raise the land or lower it...otherwise nice work...
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