****Filename: SS_Cobblestone**** CURRENT VERSION: v7 ****This was the first tileset in the Superset Series. Cobblestone Kingdom is now a high resolution tileset, utilising 256x256 pixel TGA textures. The Superset series is designed for the PW builder seeking the greatest amount of build options and the highest quality texturing. The current version of this tileset contains 2250+ tiles and 450+ placeable groups. This tileset is 100% reverse compatible with any previous version of CK. Each superset contains all the references it needs to be used with any other other superset. No 2da editing required. Each superset also contains 10 custom loadscreens.
Model tileset credits: Yumi Chan's water and Island, Mendeku's fortress walls and ravines, Coulisfu's oriental models (Castles, Ships, Housing), the DLA team's trees, Lord Sullivan's pyramid, Galleons (Shazwoller), Caravels, Airships and Longships (Some_ux), Na (dc_villages marsh and other features), Little Baron's Elven Portal, Adam Miller's & Lucifer Church's Hills, Bloodmonkey's Mountains, Tom_Banjo's Swamp, Daemogorgon's Ruined Castle, Gribo's Drawbridge, Phii's edited walkmeshes, and many of MG Skaggs city models. If your content is contained within and you don't see your name here, please leave a note.
Update v7: Fixed a few bugs. Added: Underdark Poor and Svirfeblin terrains, several MG Skaggs city models from his Arabian set (pointed Cobblewalls, city placeables), SOU models(desert streambed, short wall, pit bridge, head, market, oasis, 2 exits), Tom_Banjo Swamp, Daemogorgon RuinCastle, Some_Ux's Airships, texture normalized all boats/ships, LOK Tower, on and on and on... You can use any collection of superset tilesets together and never have to edit a 2da..**** Recent updates: Fixed broken grass texture associated with pit stairs, repaired 2 problems with edge 2da.
Posted by angelrogue at 2010-03-03 13:22:17 Voted 9.75 on 03/03/10
The tileset is cool and all. And I'm really enjoying building with it...but I seem to be having a problem with the cobblestone drawbridge. Basically the gate is there, but the bridge itself is not. I can't seem to put a door there to make it work and when I try to edit the door already placed, it says that instance of model can not be found. Anyway, I'm real new to all of this and have no clue as to what to do to make it work.
Posted by The Emerald Tiger at 2009-05-07 16:20:01 Voted 1.00 on 05/07/09
IMHO.... I think that the Cities that this Tileset crestes is great if you have a newer computer. But.... if you have an older computer and play on a server that has this hak in it, the areas that use the tilesets included in this hak will create massive lag when the host has a full server. Transitiion times into an area using this hak to make the area can take anywhere from 30- 45 seconds before the new area loads. There is way to much content in the hak and it realy should somehow be broke down into 2 different haks, at the very least.
Posted by fredseeker at 2009-01-01 18:25:00 Voted 9.75 on 01/01/09
This is the standard that I compare other tilesets to.
I am glad to have less weighty tiles for my older machines, but this is the one I would use on a newer one.
Posted by MaxRock at 2008-12-18 10:38:29 Voted 10.00 on 12/18/08
This is for the creator or anyone that has used this tileset and can help me. Under Terrain > Ruin > Swamp, Bog Exit. I cannot figure out how to place this one tile (Swamp, Bog Exit). I've tried raising the terrain, putting the tile into a hill, just placing the tile, etc, etc. If anyone else has figured this one out, please let me know.
On a separate note, since the first time I saw this set used on another mod and played on it, I loved it. The curves instead of sharp lines and lush greenery is awesome. Thanks for all your hard work, its appreciated by many! _________________________ Working on a new mod :D are your ready for this?
Posted by Uze at 2006-08-12 06:23:54 Voted 10.00 on 08/12/06
Nexuss: The delay occurs because the typical tileset contains 100-200 tiles to build terrain with. My tilesets contain almost 3000 tiles. When you try to place a terrain tile, this requires your comp to scan the tileset's control files until it finds the correct match to your selection. I appologize for the delay. Several years ago when I made these things, there were large forum discussions regarding file size and build response versus content choice. Almost everyone at that time said they preferred more build options, even if the build response was sluggish. I wish I could have done something to help it, but people kept adding more and more content requests, and the tilesets became incredibly large. At least they still play fast in-game, which always made me happy. Glad everyone still likes the work. It took me nearly 2000 ( yup two thousand) hours to create all the content I have posted here. Alas, I don't have that kind of time anymore for this stuff.... but one day, if Dragon Age ever gets released, you may see me again.
Posted by RivikOfFire at 2006-04-18 15:54:01 Voted 10.00 on 04/18/06
This... Is... Awesome... I'm... So... Using it... In my campaign... _________________________ [size=3]Look at me. I'm special.[/size]
Lodrezzon, you have done some truly remarkable work with your supersets over the past few years, and this tilest out of all of them has to be my favourite due to the rural feel of the area, as I have a big interest in the countryside.
I made a post at the Bioware site only a couple of days ago asking if anyone has built a module using your Cobblestone Tileset in single player mode, because I would love to download and play it if they have.
However, one player came up and said that they were a big fan of your tileset too, but that they had a problem when they started building, using a few areas.
It's not a big problem, but anyway, it's just the lag time when you place tiles down. I have a feeling that other builders have come across this problem too, and if there was any way around it, then more players would use your tileset to start building a module.
Please can you tell me what causes this lag problem?
Moreover, I thought that if anyone was to build a module using Cobblestone as one area only, then things would work out better with their mod.
Having said all this, I don't have much of a problem with the lag on my PC, and would love to play a mod sometime.
I started building something myself a while ago but it didn't last due to a problem I had with my PC and then a format or re-format was called for.
Is there anyone out there who has started building a module using this tileset? Please let me know soon.
My regards,
Nexuss_Girl :o)
Posted by CeldoR_Rox at 2006-01-28 07:35:13 Voted 10.00 on 01/28/06
Okay, I have that little problem sorted now.
I just needed to place the hak at the top of others I am using, in order for the load screens to become viewable in the Toolset.
But now I have another problem.
I'm looking for the City Gate in the Tileset List and I can't find it, even though I have had a look around for about 10mins alreday. Could you tell me under which section it is listed please? I must be missing something here.
Absolutely FANTASTIC work by the way. I LOVE IT! :-)
I am using Cobblestone as part of my module as I speak! :-)
By the way, can I just ask? Did you place any loading screens in your hak for this? It would be good if you used the ones you posted at the side there.
If you HAVE used them, and they are alerady included in your hak, then it just seems quite odd, as I can't get them to show up in the toolset.
Once again, fantastic work!
My regards, ~Nexuss_Girl~ :o)
Posted by RockDude1984 at 2005-06-15 11:41:02 Voted 10.00 on 06/15/05
Flat out the best tileset hak series ever in NWN. _________________________ Yes I am made out of rocks. Now go do something.
Posted by CinderBDT at 2005-04-30 14:58:50 Voted 7.00 on 04/30/05
This tileset would be even better if the models were renamed correctly. The filenames differ on many of the MDL files from the internal references.
Posted by JimDandy at 2005-03-31 18:39:00 Voted 10.00
Glad you're alive, man!
\\// Live long and prosper.
Yes, this is the real Lodrezzon, back from the dead. My old e-mail address is long gone, so switched to a new one. I've left the community, but check back occassionally to see how my babies are doing. As far as pointing you at a "How to Guide", it's impossible. The ability to work on tilesets requires so many interdisciplinary talents, it's simply not possible to dedicate several hundred hours to creating a tutorial on how to work with tilesets. Sorry =(. Know that I did the best I could at the time, but what you see is what you get! When Dragon Age comes out, I may return if the editing tools are available to customize those tilesets. Be good everyone, and thanks again for all your kind words on all of my work.
Your email address is no longer valid it seems. So here's the msg I was to send you.
-----
I've recently started modding NWN and I found your Cobblestone Kingdom hak. It's perfect for what I want to do: a mix of all kinds of various terrain inside one area. However there's one thing I'd very much like to see added in it: it's the Roman City hak. It would mesh splendidly with the texture of your "city exterior". There's also a stand alone roman temple - I think you added it in your Omir SS. Speaking of which, all the exteriors (except the mansions) in the Gothic Estate hak are fantastic and would be another great addition to your own hak.
Alternately if you no longer bother with any of this, then perhaps you could point me towards a *good, comprehensive & legible* guide on how to proceed doing this. I've looked all over and though I found many references it all seem extremely complicated. I understand one has to extract the set file than re-merge them into a new one... making sure the crossover(?) merge properly but I'm no graphic artist nor am I a coder so...
Your email address is no longer valid it seems. So here's the msg I was to send you.
-----
I've recently started modding NWN and I found your Cobblestone Kingdom hak. It's perfect for what I want to do: a mix of all kinds of various terrain inside one area. However there's one thing I'd very much like to see added in it: it's the Roman City hak. It would mesh splendidly with the texture of your "city exterior". There's also a stand alone roman temple - I think you added it in your Omir SS. Speaking of which, all the exteriors (except the mansions) in the Gothic Estate hak are fantastic and would be another great addition to your own hak.
Alternately if you no longer bother with any of this, then perhaps you could point me towards a *good, comprehensive & legible* guide on how to proceed doing this. I've looked all over and though I found many references it all seem extremely complicated. I understand one has to extract the set file than re-merge them into a new one... making sure the crossover(?) merge properly but I'm no graphic artist nor am I a coder so...
Posted by Ian M. ( 65.30.xxx.xxx ) at 2004-12-08 17:13:00
All your tilesets are outstanding, your work is top notch. If only I could use them. I mean I can, if I wanted to short my self and players. Please, if you could in the future, allow your objects to cast SHADOWS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thanks and Great work
Ian M.
I'm trying to make a large city with multiple levels, but I cannot find a way to make the tilesets stack together. The only ramp tile I have found is for the Cobblestone Wall, which gives me one level, but I'm after two. This city is situated among rolling hills, so there would be variations of levels even inside the city itself.
Anyone have any ideas, or is this just not possible for this particular tileset?
Not sure if anyone will come back to read this, but the problem I noted below, was from the from the old version of this Cobblestone Tileset, and I didn't notice this new version (v7) until later on.
So now I have this new version, (after downloading) and things seem to be fine.(Gladly)
I love some of the new additions too :
The Airship (I love the idea with the different terrain types btw)
The Drawbridge
and few others I can't really remember offhand right now.
I'm very glad of the change, probably replacing a few past bugs too.
Me again. (yes, I've posted here before, if you remember)
I'm still enjoying all your really great work on these tilesets, and still using Cobblsetone too. :-)
Once again.... GREAT WORK!
There is one little problem I have come across though.
when I use it on my PC, every so often I get this error....
'access violation at address (and whichever number is here)'
It all starts to get quite clammed up, and placing scenery becomes quite odd. The scenery starts to add itself automatically, in places I don't want it to be. (I can't describe it exactly. It's a bit awkward)
When the error come up, I can't close it, so I have to restart my machine, which is rather annoying to say the least.
I'm just wondering if you may know why I have this problem, and what I could do to fix it.
My regards.....
:-)
P.S. - I already have both the SOU and HOTU Expansions.
I don't know if this helps or not though.
Posted by zepster at 2004-07-05 09:50:24 Voted 9.00 on 07/05/04
Very cool, but can be a slow process building
Posted by Civious at 2004-06-29 06:35:45 Voted 7.00 on 06/29/04
Posted by Ivendar at 2004-06-29 02:47:00 Voted 9.00
Hi,
The color of the road for the bridge across yumi chans water is
different than the normal road. Looks bit confusing.
And could anyone please add a gate and walls with grass in front of it,
this tileset. Would be very nice to do.
I hope someone could do this small things, so I can build great areas,
using it. There are few more fixes that would be good I think,
but this two are the most important for me.
Please if someone is able to do this, help me out.
The only other nice things would be to create a great road bridge
over those yumi chans water and to make a city gate with the great road,
like the one that DOA made.
One of the best tilesets i know i want to say last. ;)
greetingsJa khaless zhah waela
Posted by jonk at 2004-06-23 07:14:37 Voted 10.00 on 06/23/04
Awsome tileset.
Posted by Anonymous ( 80.182.xxx.xxx ) at 2004-06-22 15:07:00
The Link don't Work!
Posted by fonseca at 2004-05-31 01:39:12 Voted 10.00 on 05/31/04