This is the Rural/City Combo tileset I have been asked about so much. I finally have all the palette items in place. I have tested it, and it is excellent. just be careful to watch your collision data when mixing terrain types....aka streams, raised terrain, walls, etc.. There is no warranty or disclaimers of any kind. Use at your own risk and etc.... you know. Enjoy! Expect updates soon, including adding forest tiles!!!
This is a compilation of the old system into a single score. There were 7 that made this score of 7.43.
Posted by Chad ( ..xxx.xxx ) at 2002-08-01 16:53:00
Yeah Baby !
Posted by Goatee ( 07/31/02 10:54..xxx.xxx ) at 2002-07-31 10:54:00
Excellent man! LIke the guy below said combine em all!
Lets see all the default plus all the good custom ones so
far and I agree, I don't care about the size! :)
Posted by Velmar ( 07/31/02 01:34..xxx.xxx ) at 2002-07-31 01:34:00
This thing is great, just try to get rid of the cobble and
it`s perfect.
Posted by Koschi ( ..xxx.xxx ) at 2002-07-31 00:09:00
Great hak file Cathoris! But things i still miss are the
pit and cliffs. Is there a possibility to add it to hak
file? Perharps can someone tell me how i can make hak files
myself?
Posted by Coreolyn ( ..xxx.xxx ) at 2002-07-29 17:01:00
The need for this was extreemly high for the area's I'm
working on, thanks for sharing it. However, There seems to
be some problems with some of the doors, as I'm getting
errors that the models aren't available.
I haven't made a complete list but there are a few
(porticullis is just an example). I was wondering if you
are planning to update this release?
Posted by nf ( ..xxx.xxx ) at 2002-07-27 07:08:00
the grass ramp was called "level range"
wasnt it ?
Posted by zara5ustra ( ..xxx.xxx ) at 2002-07-26 08:12:00
great work - I've been trying to create some Forgotten
Realms settings and ran into problems when the smaller
villages needed a combined rural/city tileset to work. Now
I can do them. Just one question - I can't get the rural
ramp to appear, only the city ramp. Is it possible to get
the rural ramp or was it excluded from the hakpak?
Posted by Belefauntes ( ..xxx.xxx ) at 2002-07-25 21:50:00
Ya know, I had to wonder why Bioware didn't do this in the
first place. Or instead they could have just made it so
you could IMPORT terrain features from other sets, have
a "base set" for the area type you create with access to
other features, or SOME way of combining terrain features.
I love the game/toolset, but that was the first annoyance
I noticed, and it's irritating at times. Nevertheless,
great job for doing what should have been done to begin
with. It's a much appreciated hak.
Posted by gez1967 ( ..xxx.xxx ) at 2002-07-25 17:57:00
Nice one man. I had to design a lake transition with ships
and everything for an area transition between the
rural/city tileset. Your hak has just saved me a lot of
work :) Cheers!
Posted by herda05 ( ..xxx.xxx ) at 2002-07-25 12:54:00
Cathoris,
Great set man. I've been following your thread at bioware.
Thanks for the hard work.
Posted by dezikiel ( ..xxx.xxx ) at 2002-07-25 11:20:00
well its nice that someone is trying to overcome the editor
limitations ..but this won't cut it :p
cant have grass and stone ...it just doesnt fit
Posted by elandys ( ..xxx.xxx ) at 2002-07-25 10:33:00
Hey, could one of you tilers out there do me a favor? I'd
love to have a walk mesh on top of the wizards tower (used
in the City Interior, and shown in your picture here in the
lower left).
I'd like to do this in the 'official' City Interior
tileset, as I have this in the courtyard of my keep, and
would just love to look down on my city interior from 5
stories up.
If you have to do it in this tileset, I could live with
it. :D
I'm thinking just covering the top of the tower would
probably be a problem (just guessing) due to the game
allowing people to walk thru the walls of the tower at the
first floor level. How about if you left a 'moat' of non
walkable area for the walls of the tower proper, and
an 'island' of walkmesh for the top of the tower?
Or is this all a pipe dream, because we can't set the
height (Z coordinate) of a walk mesh?
Hoping someone figures out how to do it... -Elandys
Posted by Anonymous ( 07/25/02 07:08..xxx.xxx ) at 2002-07-25 07:08:00
Sweet needed somthing like this for my mod, ty, i'll need
to change some things 1st though
Posted by ALFtheCALF ( ..xxx.xxx ) at 2002-07-25 07:01:00
HEY! Why don't you combine all tilesets on earth! That
would be nice! I don't care about the filesize!
Posted by Zoriak ( ..xxx.xxx ) at 2002-07-25 04:38:00
Very usefull. Great work!!
I was looking for a tileset, which allows to create a city
with grass outside the citygate, now its possible :)
By the way, how about creating a Rural/Grass City (from
Julian) tileset? Then you have not the problem, with the
stonefloor arround the citybuildings?
Posted by Dingo ( ..xxx.xxx ) at 2002-07-25 03:55:00
Hey! This is a great addition. Very small Hak file too.
The only problem I'm having with it is nothing tiles at
the edge of the map. It's just vast empty void (instead of
a darker texture repeating to infinity). Is there any way
to fix this? Or possibly an enhancement in the future?
Until then, I'll just try and think of a creative way to
mask the edge. Right now, if you had a road to the zone
line (for example) it will appear that the road just drops
off the edge of the earth.
Posted by ZapgunHire ( ..xxx.xxx ) at 2002-07-25 03:20:00
Great stuff Cathoris!
A much needed addition to the game. Just curious if you've
considered changing all of the city building tiles to give
them grass bases (like in the Grass City hakpak). Then we
would have roads AND city buildings in one set!
Cheers and thanks again,
Zap
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