This is a combination of all of my favorite forest tileset add-ons using Na's fantastic DC Forest as a base. Also included is the Tree City Enhanced tileset by geekgirljess (modified by StoneMonkey) that gives you an opportunity to walk among the treetops. Check it out yourself by trying the included demo module. Thanks to all of the builders who contributed to the creation of this hak. They, not I, deserve full credit for the contents of this hak. If you would like to vote for this hak than I encourage you to vote for the original content creators listed below. This is one of several haks that I will be releasing that will combine common content in a modular fashion. Meaning: each file will be intended to use as a stand-alone hak or in combination with several other builder haks. They will be updated periodically and will form the basis for my own personal NWN creations. Just thought someone else might get some use out of them.
Contents: - DC Forest03 by Na (water complements of Yumi Chan) - Gribo's Treehouse2 (all doors are working now thanks to Spurn, Storm and me) - Tree City Enhanced: original by Jessica Moore(geekgirljess); modified by StoneMonkey. - Forest Barracks and Tower Platform by Stickgirl - DLA Canopy Forest v1.3 (Modified by Na; including Na's edge tiles for Yumi Chan water)
1/10/04 - Added Na's modified DLA Canopy files including his edge tiles fixing the problem when combining Yumi Chan's Water and DLA Canopies. Thanks Na! - It appears that the problem with the forest barracks and tower made by Stickgirl has to do with area lighting, not shadows. I'll keep my an eye out for a fix but the tiles are still useable and worthwhile. - Removed file ttf01_z06_01, fixing the edge tile for the pit terrain. Enjoy JDPuffnStuff
Posted by mondego at 2005-12-27 08:33:39 Voted 10.00 on 12/27/05
voting on my guru
Posted by keeper ( 217.42.xxx.xxx ) at 2004-11-22 14:04:00
It is a shame that this overrides the basic Forest set as I got a good forest override that has raiseable areas .. this hak has some great stuff I would love to use shame it isnt a stand alone set, which means I have o opt not to use it :(
Posted by JDPuffnStuff ( 66.200.xxx.xxx ) at 2004-06-10 14:48:00
Hey guys and gals
Sorry I haven�t been checking these post. I have been away from NWN for the past several months and unfortunately do not at this time know when I might get back to work on the JXP Series. Hope everyone is still enjoying the haks and continuing to expand on the NWN universe. Though I will not at this time be providing support for the JXP series of haks, I would appreciate suggestions for expanding the series when work does continue. Take care all.
JDPuffnStuff
Posted by JDPuffnStuff ( 66.200.xxx.xxx ) at 2004-06-10 14:48:00
Hey guys and gals
Sorry I haven�t been checking these post. I have been away from NWN for the past several months and unfortunately do not at this time know when I might get back to work on the JXP Series. Hope everyone is still enjoying the haks and continuing to expand on the NWN universe. Though I will not at this time be providing support for the JXP series of haks, I would appreciate suggestions for expanding the series when work does continue. Take care all.
JDPuffnStuff
Posted by DuckInferno ( ..xxx.xxx ) at 2004-03-10 21:17:00
Very nice work, JDPuffnStuff. But those trees really do get in the way... could they be made to fade away like the original trees did? Navigating through them quickly becomes a chore :/
Problems start when you want to add content. you will need to reskin your added content in order to maintain compatibility.
Every change of seasons you will have to change the module, this is not a good solution. again, scripting your ATs to account for seasons change is much better. what if you have a drought and want a deseret reskin? or suddenly the whole world went 2000 years into the future? :)vini, vici, vomitti
Yes, I believe you got the gist of it. I would like it so an area can be built once, and have it change seasons just by changing which tileset is first in the hakpak list. IE, not by building (and maintaining) two identical areas built from different tilesets.
If you have more skill and experience with .set and .itp files than retexturing, I can understand why you'd not want to attempt this. :D Besides the fact that it would be a bit of work, for a specific reason. I'm just hoping someone thinks it worthwhile enough to do it, and that the community thinks it useful once they have it in their hot little hands.. at least useful enough to have someone keep it up to date.
But thanks for asking for clarification.
Gribo, you sound like people have already tried this and ran into problems? I'd like to know more details, if you have a link or reference. Or if you can point out two different textured tilesets that have the same tilenames, I'll play with it and see what problems I encounter. Thanks.
Creating 2 different areas is the better (it is scriptable) solution. creating 2 tilesets with the exact resources causes conflict and may cause unexpected results.
while it is possible, even to a level of changing few texture files ,it is not the best solution.
vini, vici, vomitti
Posted by JDPuffnStuff ( ..xxx.xxx ) at 2004-03-03 20:32:00
elandys
- It took me a couple of minutes to completely understand what you had in mind but I think I got it. Tell me if I'm not reading you right. The idea is to have two tilesets that include exactly the same content (with same filenames). One textured for winter the other for summer. This is where I get confused. My lack of experience with PW's being partially to blame. Do you intend to create one area, say a mountain, and use one hak that shows that area as textured grassy and one hak that shows that exact same created area as snowy. This would require the two tilesets to be exactly the same, only using different textures. Can that be done? Seems reasonable but I've never tried to do it. I'm really not sure if this is what you mean. Perhaps you intend to create two identical areas, one skinned for summer, one for winter. Though if this is what you have in mind than the content can be in the same hak. I'm guessing that from a PW point of view, creating two identical areas would require periodic changes in the module (transitions etc.) while creating one area that showed up as snow or grass depending on which hak was currently given highest priority would lend itself to easy and quick changes. Perhaps you can clarify exactly what you have in mind. I'm interested and have some ideas but I can't continue my ramble without some more information. By the way, if my first assumption above is true than the task is beyond me. My specialty is combining content not creating it. I have a bit more to add on the topic but need a little more information about exactly what you intend and how it might work in a PW
If I could put in a request... Could you make two variations on both JXP_Forest and JXP_Mountain tilesets?
One copy that is a winter textured tileset, with all the same structure, but has a different prefix in the tilename?
One copy of the above (winter, with same structure) that has the same tilenames?
This would allow people to have a summer to winter and back again transition in their worlds, just by periodically changing the hakpak priority of the tilesets (or removing the one and adding the new).
Modules (since they cannot change the hakpak priority on the fly) would need the tilesets with two different names.
Also, PWs would have extreme polar (northern or southern) areas that would never be thawed, and would want to be snowy even when the rest of the world was in a 'summer' season.
(I don't know of a good city tileset (with alleys, galleons, etc), but I'd like the same thing for that too, if someone wants to volunteer.)
Would it be possible for you to include the full Tir Na Og tree pack into this hak? You already have the trunkless versions of the trees in your treetop version, it would be nice to add some continuity between the forest floor and the treetop areas.
I checked the JXP set file and it looks compatible. There is a model missing in the hak though you will need to extract from dc_forest and add to the JXP hak.
TDK_LOK01_10.mdl
This is the door for the dungeon entrance. This is prolly an oversight that JDPuffnStuff will correct in the next update. I know I hadn't noticed it before.
If you are using dc_tiles_config continue using that rather than the master hak. The loadscreens.2da for this hak are the same (DLA supplied) adn there doesn't appear to be loadscreens for the second forest, the doortypes 2da is not compatible with a number of my haks but that is easy to fix (cut and paste), there is no Areag.ini so the default settings for interiors will be off in my interiror haks (no obscuring doors and wierd lighting), and I am sure you are using your own placeables 2da.
The proceedure for swaping out haks is pretty simple. Backup your module first, Add JXP_Forest, then Remove dc_forest.
Regards -
Posted by JDPuffnStuff ( ..xxx.xxx ) at 2004-01-16 18:10:00
Norgrimm
- Sounds like a great idea but beyond my abilities at this point in time. I'm basically learning as I go. Its possible that I may eventually learn to do what you ask but not likely anytime soon. Maybe someone else (with the skills) will see your post and jump on this great idea.
whalebones
- The hak JXP_Forest is based off Na's DC_Forest hak version 03. It should be compatible with anything created with an earlier DC_Forest version but I can't say for sure. Best bet is to create a backup of your mod and give it a shot. My gut says it should work. I believe that Na always makes his work downward compatible (downward?;is that right?) and this should be the case with JXP_Forest as I only added to Na fantastic tileset. Let me know if you test this theory, I'd be interested to hear the results.
i have a suggestion to improve this tileset with more content. I suggested this earlier to Na, who pointed me in your direction.
Here is my suggestion:
Taking the drow-buildings (Groups: Drow Building; Observation Dome; Temple; Terrain: Bridge; Drow Sector; Wall) from HotU's Underdark-tileset and retexturing them with green and blue colored stone texture would make an excellent elven city.
Hi, just a little question... is your tileset "compatible" with NA ? i have a module build with NA dc_forest, and want to know if i can change safely his tileset by yours without to redone all my forest zone...
Posted by ToChristopher ( ..xxx.xxx ) at 2004-01-15 14:21:00
His description says he updated on 1/10. I asked whether he updated on 1/13 like the Added/Updated information says. Maybe you should learn to read before you call people a "bonehead", bonehead. My question still stands: Was anything updated on 1/13?
Thanks for making the adjustments and finishing touches on this HAK. Building on Na's awesome set with this extra content is a real treat. A must download!!
As for Mr. No name and forcing you to download. Read the comments bonehead. He made some fixes to the tileset based on Na's changes in his forest HAK. Oh, let me guess your still on a 56k modem? Poor fellow.
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-14 13:45:00
Forcing people to download it?
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-14 11:54:00
I noticed this says it was updated on 1/13/04. What was changed, then? Also, why is the tree city included here? Have you altered it or integrated it in some way? If not, why are you forcing people to download it? I've already downloaded it before, why do I need to dl it again just to get your forest combo?
Posted by Jones34 ( ..xxx.xxx ) at 2004-01-09 01:21:00
Na, I'm not sure what you meant by motionless black plane, but that's far from what it looked like to me. The original yumi-chan water I saw looked exactly like the forest stream water, not opaque. It was a perfect fit. And it moves the same as the blue water. Only difference is one is blue and the other almost black.
Anyways, I much prefer the black water as it goes perfectly with the forest streams. About the mini-map: The black I was referring to showed in other tiles like the bridge and the cave. I guess that could simply be problems with those tiles, though.
Posted by Veragoan ( ..xxx.xxx ) at 2004-01-08 13:07:00
Bad +blocked+ work! I like the mountain set too this is what people need to be making.. keep it up and maybe do Desert next or soemthing...
Yeah I can answer that for you. I changed the water;
- For people that cannot or do not enable shiney water. Without shiney water the Forest Water takes on an opaque black look because of the color of the textures below the water. That also did not look like the stream water. The texture below the stream is very light in color. I looked at changing the texture for the bottom of the Forest Water but that didn't look feasible because of the way the tiles were constructed.
- If you have shiney water enabled, the same texture reference is used for all water, ttr01__env. That is why when you look at the sewers in the toolset the water is green but in game it is sparkling clear.
- I wanted to be able to use the water to simulate an ocean or other large body of water on one edge of the map. While it doesn't affect me personally (becaue I got's shiney water) I didn't feel that a motionless black plane was representive of water either.
- If any map icons are showing black for water I do not believe those are ones I or Yumi Chan provided. I did not alter his images and he used blue to denote warer.
btw: I am monitoring the progress of you haks because I think they are right on the money for what the community needs JDPuffnStuff.
Wow, great job on integrating other builders' superb works into a single easy to use hakfile. The demo mod you included provided some extremely breathtaking scenery. I didn't feel like I was in NWN anymore! (though that feeling was even stronger in your JXP_Mountains). However, please note that there is no transition between the main forest area and the "treetop" area. Also note that DLA has released a new version of their canopy forest add-on. But please, keep up the good work.
Posted by Jones34 ( ..xxx.xxx ) at 2004-01-06 16:36:00
In your next version, assuming you do one to fix the nasty shadows and edge stuff, could you change the water back to the original color. I don't understand the reasoning behind that decision at all. Quite honestly, the blue water looks dumb considering the stream water is black and the map still shows black water at places.
Overall, great hak, though. Looking forward to using it.