DC Tiles adds two tilesets and add-on's to existing tilesets. See the readme link on this page for information on what the tilesets include.
Also included is dc_genericdoors, 22 custom generic doors.
Compatibility - NWN version 1.62 -CEP Compatible *Builders: You can replace any of the prior versions of this hak with v3.04 * Players: If you are tyring to play a module requiring an earlier version of DC_Tall, you can rename these haks accordingly and play the module with no issues
Changes and additions in version 3.04 - Castle Interior: Corrected shadow casting in tic01_h08_01(jail doorway) - City Interior: Changed pathnode on tower2 and tower3 stairs up - City Interior: Corrected door position for one tile - Crypt: Edited a number of tiles so webs on those tiles are now obsured when behind a closed door - Crypt: Added 2 tiles, corridor end and doorway end with blank end wall(for secret doors) - Ice Cavern: Edited one of Crystal Crypt tiles so the statue inside is visible - Rural: Removed dirt mounds from one of shacks to improve pathing - Rural: Added edge entry for Waterfall and Raised Trees - Rural: Adjusted a couple Marsh tiles whose pond scum would flicker at certain camera angles - Rural Winter: Added an edge entry for Raised Trees - Rural Winter: Changed entry in set file to prevent the desert tile from showing up - Added Carracks by Some_ux & Batinthehat
Posted by Yukiakari at 2009-11-03 04:32:08 Voted 9.50 on 11/03/09
These are all very nice tilesets. I was looking for a versatile desert and I found it. I like the raised tiles and how they work with the cliffs. I hope you don't mind if I extract that tileset from the hak to use it in my mod (of course credit will be given). Good work! Thanks! _________________________ "A Hippie's Tale", a colouful little module: Link
Posted by Princerouse at 2006-03-15 17:06:42 Voted 10.00 on 03/15/06
The best tilesets for my module, Dueling Dragons... _________________________ Cowards taste death many times before they die, but the brave only taste death once.
Posted by Iluvatar23 at 2006-02-24 07:18:03 Voted 10.00 on 02/24/06
Please don't quote me on that, but I can change the extension of the file once downloaded to ".rar", and then open it with one of the standard archiving utilities.
It may help the people that are having issues with opening the ".exe" archive.
Is there a place where I can get a zip/rar/tgz (plain archive) of the files? I am not playing on a Windows machine so I can not use a windows executable file.
Just saying I tried installing this, and the installer crashes when I chose a custom install path, when windows tries to open the folder that doesn't exsist. Can you change this behavior or warn of it? _________________________ Jasperre
Scripter. AI builder. Not Jassper.
Posted by Steve_Savicki at 2005-05-17 10:22:29 Voted 10.00 on 05/17/05
Because they were part of a mod I played. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by rdx at 2005-05-14 02:22:09 Voted 9.75 on 05/14/05
Has some problems, however, all builders and content creators use this work somehow. Why it's not in the Hall of Fame? ;)
Posted by dragonfly at 2005-05-13 22:00:16 Voted 9.75 on 05/13/05
Great combo tileset that I had downloaded a while ago. Recently used the tower tiles and satisfied. Time to say thank you and remove myself from the 4500 or so... _________________________ -------------------------------------------
Illegitmitatum Non Carborundum Est
Posted by ScrewTape at 2005-05-06 21:35:30 Voted 10.00 on 05/06/05
I just felt like saying "Thank you" to Na for what must be the definitive tileset combo hak. It certainly made my module light years more interesting and allowed me to create sights and environments that truly realized the vision I had.
The module is called "Dream-Land: By a Route Obscure and Lonely", check it out if you want to see this tileset in action."Et Eärello Endorenna Utúlien" _________________________ The Power Almighty rests in this Lone Ring.
The Power, alrighty, for Doing Your Own Thing.
Does this hakpak contain the NWN CCC's TCC Interiors? I was searching through the palettes and couldn't seem to find them. Thanks in advance.
~VigilantCrusader~
Posted by Anonymous ( 134.47.xxx.xxx ) at 2004-12-02 00:26:00
Damn, must have used another hak in addition previously then. Ah well. :)
Thanks, Na.
Are you planning any more updates to this, or have you left NWN (for now)? :)
I never combined the castle and city interior. There is a combination of the castle and mines.
Posted by fkirenicus ( 80.213.xxx.xxx ) at 2004-11-30 13:13:00
damn my english needs a refresher... :)
What I tried to convey was:
Did this tileset use to have an option that made it possible to combine the city and castle interior sets? Has this been removed, or am I mistaken? :)
Posted by fkirenicus ( 80.213.xxx.xxx ) at 2004-11-29 10:16:00
maybe I'm just dreaming, but didn't this tileset pak have an opportunity to combine castle interior and city interior tiles? Has this been removed?
The Forest modifications are included in dc_tall and a few more improvements or I thought they were. Remove dc_tiles_configH, and dc_forestii. Back up your module first though, I think they can just be swaped out without issue but its been a while since I did anything with NWN.
For dc_tex_helper to work for the lok dungeon, it will need to have a higher prioity than dc_tall_304. Before distributing the module, remove dc_tex_helper. All that is are some lighter textures that over-ride the textures Danmar released to make it easier to work with in the toolset. What Danmar released with the LOK Dungeon looks much better in game or what you will see in the toolset with the tex helper applied to the module.
Regarding the rural coast hak, that was a special request forsomeone to resolve a conflict with the rural tileset and I don't even remember what i did there. If the coastline tiles are not available you may have to dl someone else's hak also (small one). It should say in the readme for that hak, its not a hak I ever personally used.
If you are still having problems just post a reply here.
Posted by Dervish ( 68.79.xxx.xxx ) at 2004-11-24 08:21:00
Hi there.
Does this hak include DC Forest or do I have to add it separately?
I tried stacking these, but I get lots of conflicts.
fkirenicus
That would be an entry in the toolset. Prolly a carry over from the original release of SOU I didn't catch. It's an easy fix, just copy the entry from the rural or rural winter set files for doo coordinates to tdc01 set file. The entries to would be right under the entry for the tile itself.
You dont have to use dc_generic doors. You can use it alone or not at all.
The 23\24 tileset limit was expanded to 50 tilesets in ver 1.64. That bug affected the game client only not the toolset.
If you are experiencing crashing in the toolset it may be due to another bug. If you try to place a crosser where it cannot be placed, there is a good chance the toolset will crash when you change areas or exit the toolset. To reproduce the crash, without using any haks create a module and a rural area. Place a house then try to place a road crosser on the house. When you exit the toolset it should crash. This also can occur on certain terrains, the rual treewalls come to mind right off hand.
Posted by fkirenicus ( 80.212.xxx.xxx ) at 2004-11-20 12:08:00
It seems the tile ttd01_l03_01 (Turf House) is a bit fishy... or perhaps rather the .set file.
Doors painted are wrongly aligned.
The set and itp files would be tic01. There would only be about 4-6 mdls for the round corners as I remember (been a while since I've done anything with NWN) and those dont take up enough space to bother removing.
Posted by Anonymous ( 210.54.xxx.xxx ) at 2004-11-13 09:48:00
My only request is that for next release,you use the default model for grass edge(ttr01_z01_01), and add a crosser with your current model(one with trees) so both can be used. Or vise versa. Sometimes a flat grass edge is called for. For now, I had to replace your model with the old which is really a shame, because it is nice!