Supporting (v7)**** This is the central location for all Superset global 2da updates. The main download is a collection of folders marker with various letters: T A C M P. These letters refer to my various content haks available: Tilesets, Armory, Clothes(Expanded), Monsters and Portraits. Inside the various marked folders you will find a Master2da_** hak file and several other 2da files. The Master2da_** hak file contains all the 2da files that correspond to the letters at the end on the filename. Thus, Master2da_TCAP would contain the 2das for Tilesets, Clothes, Armory, and Portraits. The monster collection has no 2das, but I included the letter as a separate category for those who are 'technically impaired', and just need the darn file with the right letters on it.
When you find the Master2da_** hak file that contains the type of content you use from me, simply extract it from the correct folder, and place in in your NWN Hak folder. Then in the toolset, make sure that the Master2da_** file sits higher in the custom content list than any of my content haks. Presto, instant content that works with no editing. I've included all the different files in each folder, so that people who may need to do custom 2da editing for combining my material with other haks can do so.
With the release of the v7 tileset updates, the Master2da files contained here now support the following tilesets: Aztec Empires, Cobblestone Kingdoms, Mirador, Omir, Netherwind and Grondol. All 6 tilesets are designed to work together in any order in the hak list, even without this Master2da. A Master2da's main benefit is to provide a central location to keep all your control files at, rather than having to root through every hak you have to find the info you need.
I ve started a Epic Module With ALL of Lod's Haks. This is My way of actually making a module and showing off Lodrezzons work. This has to be a massive mod to justify the massive downloads that Lodrezzon has graciously supplied to us modders. Why Am I telling yall this? Because I'm certain fail without help. If any Modders Good or bad wish to assist Email me. I don't wantt top of the line modders I want people that wish to learn and have fun Like Lodrezzon. I would even love to wrangle Lodrezzon for this but he's probally busy enough. (I WOULD NOT TURN YOU AWAY THO) So Emial Me if your interested. I'm going to post this in all of Lod's hak pages to get more people interested and to let Lod know this being done. And To Lodrezzon, If you want the post to go elsewhere IE not on your pages let me know I'll go elsewhere. Be cool Folks
There is a minor issue involving the way a door transition works in the tilesets. The LOK model: Hilltop Village/Wastelands/Underground Entrence didn't have the correct auto-placing door assigned to it. The current door causes you to end up on the "inside" side of the door when using it as a door traqsition. More of a nuisance than a problem, but I hate those too.
I've posted patch files at every tileset and here at the Control Center main download, containing all the patch files you will need to patch your tileset haks yourself. Look for the file "Superset Updates". Simply follow the instructions in the read me. I included patches for all 4 tilesets at every tileset also, so you will only have to download 1 copy to update all of the tilesets.
Have you thought about doing a "Deadlands" SuperSet?
You seem to have the textures done already, they probably just need to be applied to the superset template?
An update to that tileset would be great!
Posted by Anonymous ( ..xxx.xxx ) at 2004-04-10 01:42:00
All tilesets have been removed from the download system. I am recovering from a massive back-up / reload cycle due to my computer being attacked by an e-mail virus a few days ago. That virus corrupted all of the back-up versions of the tilesets I was going to repost tonight, so I will have to remake all of the tileset haks using my back-ups of the original content. Hopefully that content was not damaged in the back-up. I should have the new (v6d) versions of the tilesets up by Saturday or Sunday. Sorry for the delay.
Posted by Anonymous ( ..xxx.xxx ) at 2004-04-10 01:28:00
There still seems to be some kind of problem with trying to download the (v6) tilesets and this file. I have uploaded (v6) versions of the tilesets AT LEAST 3 times each, and it takes 45 minutes PER TILESET to upload.(v6c)was the last version of all 4 tilesets that I uploaded. NONE of the available versions are (v6c), so it looks like there are still problems at the vault. I will keep trying to get the ACTUAL versions to post correctly, but it is VERY time consuming to keep uploading these files, just to find they didn't get posted correctly. I need to MAKE SURE the vault is operating correctly before I try again. Look for (v6d).
Posted by indio ( ..xxx.xxx ) at 2004-04-09 07:29:00
Splendid! God, it's a perfect tileset, and I've noticed a handy boost in performance to boot. Excellent work!
Medusa... the Tile 384 door reference was broken, so that's been fixed and is now set to standard door 66 (It was for the LOK underground entrence model). Tile 588 is the door reference for Mendeku's fortress wallgate drawbridge door. I included 4 versions or Mendeku's fortress wallgate, 2 with drawbridges, 2 without. The 2 without actually have doors for them (I think it is tx*_udoor_10 in the tilesets), but I decided to just leave the two wallgate models without the actual door being placed, so that you have an actual moat with no door. I left the door references and door model in the packs in case anyone wanted to enable them (if they knew how). The large numbers were just randomly created by me. I just had to make sure the numbers were larger than the doortypes 2da list, so that doors didn't auto place there.
I'll get you a list of the TGA's you can remove later today. For anyone wondering, you can't simply remove all the TGA files, as the alpha channel TGA images don't directly convert to DDS in the DDS conversion program. If you removed all the TGA's, you would be plagued by white non-textured surfaces.
As far as updates go, I will be happy to post small update files for those that know how to merge them with their existing files. I still have to re-upload the main files for general downloads, but giving existing fileusers a smaller update is no problem at all.
Posted by Medusa's Evil Twin Sister ( ..xxx.xxx ) at 2004-04-05 03:14:00
In my experience with the loadscreen.2da it won't crash NWN having more than 255 entries in the loadscreens, they will just refuse to work.
I also noticed that in your set files for Cobblestone you have entries for door 503 and 456? (Tiles 384 and 588) Same thing occurs in Mirador, which has a reference to door 1000 on tile 588. I'm not saying this is a mistake, as I only know a little about tileset combining, I more wondered why?
I was wondering if it would be possible to supply a list of the TGA's it's safe to remove, as I have no problem with dds. I don't have a problem with downloading them but it would make it a little slimmer for storage. If it's a massive list to compile don't bother, you have enough work with your plans for 150 different tilesets!
And, finally :), any chance of they new updates in a smaller hak with just the update. Files this size can be a pain to get on dial up. :)
Posted by Anonymous ( ..xxx.xxx ) at 2004-04-04 23:33:00
Doortypes.2da, you may want to add padding, just a suggestion
Loadscreens.2da, you have an extra line in between line 180 and 181, don't know if this effects anything... mirador22 doesn't show up in the loadscreen options in the toolset... and there is a limit of 255 entries in this 2da (hurray bioware :p), if you put a loadscreen on an area that is beyond line 255, NWN will crash if you try to load that area, so you may want to cut out some loadscreens because currently you're at line 218 and you still have quite a few more tilesets in your works (yay!) and you're gonna run out of room if you're adding around 20 per tileset.
Posted by Kerith at 2004-04-04 15:08:42 Voted 10.00 on 04/04/04
Sotae... The 4 tilesets (5 if you include the soon to be released Omir-Desert) work together right now. That means load em up in 1 Module, and watch em go. All of the filenames in each tileset (regarding both model content and texturing) are independent of each other, and do not overwrite any other file: including my files or Biowares. Also all of the textures used in the tilesets are independent of Biowares, so nothing is overwritten to the original games resources. I have been forced to make the tilesets HOTU and SOU dependent, because I've added models from the SOU and HOTU expansions (these models have ALL been renamed, so they don't affect Bioware resources), but I have left some Bioware texture references on the model sthemselves (silly me!). If you use the tilesets without the expansions, the models will show up just fine. But, some "white" areas will show up where the textures can't be referenced. I hope that helps.
Question about your tilesets... will the four tileset releases work together in the same module? Or do they overwrite the same resources? Also.. do they overwrite any bioware resources or are they all seperate tilesets?
Posted by Mojo582 ( ..xxx.xxx ) at 2004-04-01 16:57:00
Looking forward too these new tilesets Lod,the highelven city and the elf homelands sound like just what i need,ive been so busy with the world im createing with the miradorhills set that i hav'nt had much time too keep congratulateing you for the brilliant work you are doing here,will be in touch via e-mail soon tho as i have a few more technical queries for ya.
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