This tileset is a city/rural combo retex that gets rid of the limitations that come with combos of that sort. It contains the adjusted rural/city tiles that allow placing of city tiles right besides rural tiles without gaps, a few custom tiles, my tower and the broad Ramp implented as a crosser. A readme file explains how to use the merger tiles.----- BUILDERS: DON`T USE THIS AS A BASE. Some models have been modified to fit this set only. There will be a Builders Set for the Rural/City combo soon.----This shares resources with the previously released Dwarfen Mines. You *should* be able to combine and overwrite existing files without running into problems.
Leave comments on the Bioboards: http://nwn.bioware.com/forums/viewtopic.html?topic=167676&forum=48 UPDATED DEC,5,2002 1.1 - corrected prob with area border/stream - changed one accidently left in texture 1.2 - added Thallionstellani`s Alleys - 1.3 added a missing lores texture, changed a hires tga to lores - 1.4 Tilesetspecific Doors now work properly and use the textures from the set
This is a compilation of the old system into a single score. There were 18 that made this score of 8.17.
Posted by wyrion ( ..xxx.xxx ) at 2003-11-14 07:07:00
I've only had the game a couple weeks, but I'm already seeing things lacking. But obviously the solutions are in the player created stuff. Unfortunately a lot of it isn't up to current level, or not so labeled. Couple questions...if a hakpak is labeled 1.29 or lower can I assume it's a waste of time to load it into a 1.32 version? Also, I'd like to try some really simple moving of a terrain piece or two from one tileset to another. Can anyone point me to some directions on how to do this? Thanks in advance.
Posted by HELP ME PLEASE !!! ( ..xxx.xxx ) at 2003-07-08 10:10:00
WHERE DO I SAVE THE .RAR FILE ?!!??? OR WHAT DO I DO WITH IT TO GET VELMAR'S GODLY WORKINGS TO WORK !?!?!?!?!?!?!!??!!?!?!?!?!?!?!?!?!?!
Posted by Beer drinking loser... ( ..xxx.xxx ) at 2003-02-14 18:39:00
*Burp* Velmmmeer, yerr da bestcha... *Burp*
Translated... Velmar, your the best!!! Keep up the good
work!!!
Posted by Dordun ( ..xxx.xxx ) at 2003-02-07 10:13:00
THANK YOU!
I would say thank you like a mad rabbit here now, but that
would only reveveal the temporary insanity you have caused
upon me...
*SWEET!*
Posted by Lord Tekkor ( ..xxx.xxx ) at 2003-01-20 10:37:00
Ok let me post this again.. I posted it in the update one
by accident (I guess I forgot that was the update :P)
"Excellent! This is perfect the dwarves vs. elves module I
am creating! I can't believe I haven't noticed it till now!
Thanks a lot for making this... I love your dwarves mines
too Velmar.. they will also be perfect for the module.
Now... all I need is a forest with doors inside the trees
(or a tileset that includes tree groups with doors inside)
*wink wink*
Now, I WONDER who could make that? *excessive winking*
Ow... I got something in my eye.
Tekk out. "
Posted by Velmar ( ..xxx.xxx ) at 2003-01-07 23:01:00
When combining this with the "Dwarfen Mines" make sure
to open "tvh04.set" with a texteditor.
Look for "Transition=5" in the [GENERAL] section.
Modify this to "Transition=4" and save.
Inject it into your HAK.
This will make the height differences disappear.
The problem came with the modified raise tiles that both
sets share and as the mines are older, I did not take
this into account then.
Vel
Posted by Moradin ( ..xxx.xxx ) at 2002-12-31 21:38:00
Iam have merged the underground city and Dwarven mines so
that I may build Thorbardin. I have found that the
City_Rual tiles under the custom tabs don't match in height
with the raise/lower tiles there is a 1/2 inch gap of white
around the edge of these tiles. Has any one found this a
problem. I love this Hak and so far this has been my only
disappointment. Velmar if you have any pointers please E-
mail me.
Posted by MMAzrael ( ..xxx.xxx ) at 2002-12-31 12:57:00
Vel & Co
I'm not sure which of your tilesets exactly is doing this
but I was under the impression that this (underground city
1.4) tileset would fix it. All my doors are white and lack
textures. I shouldn't say all, but any like City Gates, or
double door type tiles all have white doors. I actually
haven't looked in-game to see how they turn out but still.
Now here's the odd part, all the doors work fine on your
Underground 1.4 City. But they don't look right on your
Rural/City (or any other custom tileset) or any of the
standard tilesets either.
I've made sure the models are there and they are, in fact,
there. All the textures are there however they textures MAY
be wrong. I haven't opened them up in Photoshop yet but I
can't see 15+ textures being wrong at once. The reason I
bring this to you is because the problem started after I
added your Underground City 1.4 and rural/city to my hak.
Was curious if you (or anybody) has any ideas on either
what's going on or how to fix it. Thanks!!!!
-Mike
Posted by Omer katz ( ..xxx.xxx ) at 2002-12-27 05:56:00
It isn't working!
Posted by Lord Cole ( ..xxx.xxx ) at 2002-12-27 03:02:00
'Gratz on a job well done... on my end you saved me months
of work that I can now put to just scripting...
cheers
Posted by Fern the Mad ( ..xxx.xxx ) at 2002-12-26 01:12:00
i downloaded both these sets/ it took 3 hours and as each
one finished they timed out, making it a complete waste of
my time/ congrats to the eggheads responsible, im sure it
is a good hak otherwise.
Posted by Velmar ( ..xxx.xxx ) at 2002-12-08 16:24:00
Wolfsong is absoltely correct.
I was talking about people using this as a base for
reskinning.
There are modified models in it ( the tree terrain for
example, many tiles that normally have trees in it etc.)
that most propably won`t fit any other retex work.
Sorry for the confusion.
Vel
Posted by Dazeal ( ..xxx.xxx ) at 2002-12-08 09:05:00
Thanks wolfsong, I was confused too. He should not of said
builders, but artists, since he was talking about the
reskinning, not the actual building of areas.
Posted by Wolfsong ( ..xxx.xxx ) at 2002-12-07 17:35:00
What Velmar is talking about is that you shouldn't use this
HAK as a base for making other reskinned tilesets.
Posted by Moondrake ( ..xxx.xxx ) at 2002-12-07 13:36:00
BUILDERS: DON`T USE THIS AS A BASE
I'm sorry, but I don't understand what this is trying to
warn me about. I sounds like I can't build a module using
this tileset, but that doesn't make sense. What am I
failing to understand here?
Posted by Aphelion ( ..xxx.xxx ) at 2002-12-07 10:57:00
Great job d00d! Now we can all create dwarven cities!
Posted by Wolfsong ( ..xxx.xxx ) at 2002-12-07 10:16:00
Another bullseye! Great job. Really good textures and new
tiles. You're the tileset god Velmar.
Posted by Rastan2525 ( ..xxx.xxx ) at 2002-12-06 15:05:00
Actually Ravenloft would use the regular tilesets with
creative lighting but if you wanted to make Skullport the
city under Waterdeep this would be perfect. >
Posted by Jawrill ( ..xxx.xxx ) at 2002-12-05 12:26:00
Velmar is god.
I think we should create z Velmar's avatar with his Banner,
Velmar Buccler, The Great Sword of Velmar and other item,
and lot of temple!!!
Thx
your devote.
Posted by jules ( ..xxx.xxx ) at 2002-12-05 00:21:00
Wow!! Very, Very cool- In fact, would do a pretty good job
of replacing the default city for a Ravenloft/gothic/hammer
horror sort of setting. The name Velmar is a seal of
Quality on any Hak...........We salute you!
Posted by MMAzrael ( ..xxx.xxx ) at 2002-12-03 22:16:00
Vel, one word: P I M P
Posted by �i�� ( ..xxx.xxx ) at 2002-12-03 18:17:00
Hey Velmar you're my hero. I think that's all that needs to
be said. :)
Posted by sleroth ( ..xxx.xxx ) at 2002-12-03 15:51:00
WOW!! Added some caves, put in sunset atmosphere, rocks
falling, trees blah, blah, blah = Perfect Mountain
Setting!!! Thanks-a-million. I really wanted this tileset
for a longtime.
Posted by Decclan ( ..xxx.xxx ) at 2002-12-03 08:35:00
AWESOME!! I was just about to work on an underground city
retexture. Now, I don't have to. I'll do something different
with my city retexture. Thanks for the tutorial Velmar it
helped me in doing my Sewers retexture.
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