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NWN HAKPAKS

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Title  Undersea Tile Set
Author  Runemaker
Submitted / Updated  07-25-2002 / 08-04-2002
Category  Tilesets
Expansions  NWN - 1.29 or lower
Description
This is an extensive retexturing of the Forest tile set into an Underwater landscape complete with giant kelp and a sunken ship. The Hak file contains cusome load screens, sounds, mini-map, and tile textures. The zip file also contains a sample module, screen shots and a user doc with quite a bit of detail. The Hak file is 20Mb in size. The zip is 8Mb

Files

NameTypeSizeDownloads
Runemaker1028497520239Undersea.zipRunemaker1028497520239Undersea.zip
Submitted: 07-25-2002 / Last Updated: 08-04-2002
zip8.1Mb9757
--
SCORE OUT OF 10
8.83
5 votes
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Comments (48):

  1  2 Next>

Posted by cccsteph22 at 2007-07-06 08:46:14    Voted 10.00 on 07/05/07
Trust me i jut got NWN
_________________________
Stephen

Posted by cccsteph22 at 2007-07-05 14:47:23    Voted 10.00 on 07/05/07
I love your tilesets Plz make more!.

On your Undersea tile set can you tell me how to get a tileset started???

Oh and If it was a forest how did you get all the ships on it i cant find it?
_________________________
Stephen

Posted by cccsteph22 at 2007-07-05 14:44:03    Voted 10.00 on 07/05/07
I love all your tilesets Plz make more!
_________________________
Stephen

Posted by viana_qoh at 2006-07-26 13:38:55    Voted 8.50 on 07/26/06
It's a little weird to see trees at the bottom of the ocean... seems a bit like just a regular forest that's sunken. Still, the textures are well done.

Posted by Lilly at 2005-07-09 23:52:19    Voted 9.00 on 07/09/05
I made an undersea area with this, and with your extensive advice about settings etc, it really look good! (my first time making such an area) The tileset seems to be compatable with CEP and the NWN expansions. The only glitch is the shipwreck, but since CEP has many in their pack it no longer becomes a problem. Thank you for this work!

Posted by Lilly at 2005-07-09 23:51:59    Voted 9.00 on 07/09/05
I made an undersea area with this, and with your extensive advice about settings etc, it really look good! (my first time making such an area) The tileset seems to be compatable with CEP and the NWN expansions. The only glitch is the shipwreck, but since CEP has many in their pack it no longer becomes a problem. Thank you for this work!

Posted by Anonymous ( 80.203.xxx.xxx ) at 2005-01-15 17:30:00    
Looks great. Any way of making the kelp and bubbles placeables, btw?

Posted by Xenophilos at 2004-07-11 21:16:00    
This look sbeautiful; is it compatible with HotU?

If not, any chance of a HotU update of the cleaned up tileset (without the leftover skins?

I am presuming that an update would be necessary. Perhaps a "skybox" effect for the distance?

Hm, now all I have to do is LETO a few fliers into fish or dolphins...

Posted by Altarec at 2004-06-21 06:43:00    
Great work !

It is possible to make an underwater city ?

Posted by hellboyz ( ..xxx.xxx ) at 2004-04-10 10:17:00    
Nice tile set runemaker but theres just 1 problem, the trees in the normal forest turn into seaweed and i dont like that at all. But can u make an atlantis tileset 2?

Posted by steelfiredragon at 2004-03-20 23:56:00    
updatethe choices you make today, you will sleep with tonight and then deel with consquences tommorow.

Posted by Skypacer at 2004-02-20 10:36:01    Voted 9.00 on 02/20/04
Overall: 8   Usefulness: 9   Value for Size 10   Ease of Use 9   Quality Control 8   

Posted by Old_Scores_Transfered at 2004-02-20 10:04:15    Voted 8.05 on 02/20/04
This is a compilation of the old system into a single score. There were 28 that made this score of 8.05.

Posted by Anonymous ( ..xxx.xxx ) at 2003-04-26 07:12:00    
FINALLY!!!!! I've been looking for an underwater hak forverer! I'm planning on doing a sea elf module. I'll post it if it ever finishes.

Posted by Dustin Asche ( ..xxx.xxx ) at 2003-01-08 01:52:00    
Deathshead: An OnEnter script with a slow effect should do
the trick. be sure to pair it with an on exit script to
remove the slow effect, though. If someone has a ring of
free movement, well, this is the kind of situation that's
designed for!

Posted by Deathshead101 ( ..xxx.xxx ) at 2002-11-15 23:36:00    
If any of you would like the help on the Underwater Damage
Script, see my post on NWN's Builder's Scripting Board.
Subject: Help with Underwater Damage Script.

As to the underwater slowing effect... no idea yet, but
I'll look into it.

Posted by StrifeBringer ( ..xxx.xxx ) at 2002-10-26 13:30:00    
great hak pack runemaker...but is there anyway you could
add any city groups so you could have an underwater city?

Posted by Noran the Axe ( ..xxx.xxx ) at 2002-10-10 06:45:00    
SMK,

I have been playing PnP versions of D&D and AD&D for a long
time now. Underwater modules are VERY fun to play and
introduce some new experiences for the player. Of course,
to be complete, you need to alter the way that spells
function in the environment (lightning bolts turn into
balls like a fireball that surrounds the target, fire
spells automatically fail to work, etc.).

If you have any of the DM books (old or new) check out the
sections on underwater adventures. I think that you will
find it interesting reading.

Posted by SMK ( ..xxx.xxx ) at 2002-09-08 18:20:00    
Wow this tileset looks awesome congrats on the job well
done... but problem is i don't gettit... Who the hell is
gonna walk around in the bottom of an ocean it doesen't
make sense but o well it looks great heh.

Posted by The Sartan ( ..xxx.xxx ) at 2002-08-10 00:57:00    
It's official, I'm an idiot. Not thirty seconds after my
last post I discovered that there are files with that
prefix.

Posted by The Sartan ( ..xxx.xxx ) at 2002-08-10 00:49:00    
You know this is pretty funny to me now that I've already
posted my thanks but I looked through the hakpak and there
were no files with the prefix ttf01? Was the file I
downloaded bad?

Posted by The Sartan ( ..xxx.xxx ) at 2002-08-10 00:34:00    
Thanx Runemaker, Now i can use this in my module (if I ever
get it done).

Posted by Runemaker ( ..xxx.xxx ) at 2002-08-09 14:48:00    
I see that I had left a few test skins in the hak. If you
remove all the .tga files with the ttf01_ prefix the Hak
won't effect your normal forest. I'll upload a recompiled
set soon.

Thanks Sartan.

-Runemaker

Posted by The Sartan ( ..xxx.xxx ) at 2002-08-09 11:54:00    
I don't know about anyone else but when I use this hakpak
it turns all the other trees in my module to kelp. Anyone
know how to fix this?

Posted by Arcanius_NWH ( ..xxx.xxx ) at 2002-08-06 05:06:00    
thx rune, it was my mistake :) i have added it to the
11in1 hak :)

Posted by Lucky Day ( 08/05/02 22:07..xxx.xxx ) at 2002-08-05 22:07:00    
oops, sorry for the typos. I need togo to bed.

aurora
Also,
Also we could Shrek = We could have Shrek
Could it be just to = Would it be easier just to

I just like saying the word "fruition" in a sentence. It
reminds me of a Police song.

Posted by Lucky Day ( 08/05/02 22:04..xxx.xxx ) at 2002-08-05 22:04:00    
infonaut: At least outdoors I think Sky could be very
straightforward. Paint a Sky pattern and even random
aurura effects being that its so far north. Alos moving
sun based on time of day. Also we could Shrek talking
with Toy Story characters and have a realtime sim of that
dumb FF movie. ;) .

Rune: thanks for these tile sets. Could it be just to
put the ITP files as part of the zip with the default dirs
hak for the hakpak and override for the ITP files? Or do
you think people will just screw that up too?

Also, how long does it take you to do these? You seem to
come up with one every two weeks. I'm trying to come up
with a Wastelands/Fallout/Arcanum type skin but that will
probably never come to fruition.

Posted by Runemaker ( ..xxx.xxx ) at 2002-08-05 21:12:00    
Arcanius, I am aware that the presence of the .ITP files in
the Hak causes the "save bug" my user doc give instructions
for removing them from the Hak and placing them in the
override prior to using the set in-game.

I can send you a modified hak if you'd like. Just let me
know.

-Runemaker

Posted by DogCow ( 08/05/02 17:01..xxx.xxx ) at 2002-08-05 17:01:00    
Great work. Will definitely become a staple for user
content.

Yuanpotli, that is the way the boat tile appears in the
rural tileset (from where it was taken or maybe the city).
It is slightly lower because there it had to be below water
level. Since there is no longer a water level, the boat
dosn't have to be lower, yet fixing that would require
actual model changes rather than texture (which is a
tremendous deal more difficult).

Posted by Yuanpotli ( 08/05/02 16:57..xxx.xxx ) at 2002-08-05 16:57:00    
This tileset looks awesome. Theres one thing, I'm not sure
has been mentioned, but the custom sunken boat tile, appears
to be below the plane of the sea floor slightly, and where
the tile is 'lowered' it appears there are some missing
tiles (a pale light blue color). Is anyone else seeing this
same problem? Nevertheless this is a splendid tileset!

  1  2 Next>

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