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NWN HAKPAKS

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Title  DC_Tiles ver 3.04
Author  Na
Submitted / Updated  01-25-2004 / 10-31-2004
Category  Combos - Tilesets
Expansions  Requires Both Expansions (SoU & HotU)
Description
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


Files

NameTypeSizeDownloads
DCTall304.exeDCTall304.exe
Submitted: 01-25-2004 / Last Updated: 08-27-2004
exe26.4Mb8619
--
dctallv304_Tileset.txtdctallv304_Tileset.txt
Submitted: 01-25-2004 / Last Updated: 08-27-2004
txt3.26Kb6507
--
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Comments (150):

  1  2  3  4  5 Next>

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
This is one of the best ones!

Posted by Nissa_Red at 2005-11-13 13:15:43    
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.

Posted by sikity at 2005-08-26 19:41:22    
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.

Posted by Jasperre at 2005-07-20 11:47:18    
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
Best Dungeon Tile compilation...

Posted by Dradjeel at 2005-02-14 08:27:00    
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.

Posted by Alastor_Mercyless at 2005-01-04 15:07:00    
Found some bug... a tile of the DC Dungeon is bad and keep the player at 10 meters from floor... LOL

is a tile that have in corridor a piece of a stone construction... i can make you a screen and send it to you if you tell me your mail/MSN contact

byez... Alastor

Posted by Anonymous ( 4.12.xxx.xxx ) at 2004-12-05 14:57:00    
VigilantCrusader

Nope sorry

Posted by Anonymous ( 4.12.xxx.xxx ) at 2004-12-05 14:57:00    
VigilantCrusader

Nope sorry

Posted by VigilantCrusader at 2004-12-04 00:07:00    
Just curious.

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 VigilantCrusader at 2004-12-04 00:06:00    
Just curious.

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)? :)

Posted by Na at 2004-12-01 18:50:00    Voted 9.00
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?

Posted by Na at 2004-11-25 01:34:00    Voted 9.00
Dervish

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.

ruralcoast
dc_genericdoors
dc_tiles_configH
dc_tall_confg304
dc_tall_v304
dc_forestii
dc_Tex
dc_tex_helper

I've got it all wrong. What am I doing wrong?

Posted by Na at 2004-11-21 00:26:00    Voted 9.00
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.

door= 0
x=
y=
z=
orientation =

the orientation is prolly whats off.

Posted by Na at 2004-11-21 00:21:00    Voted 9.00
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.

Posted by Na at 2004-11-19 07:30:00    Voted 9.00
SilverLady

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    
Na you are a freakin legend

Posted by DeLaY_LaMeR at 2004-11-04 05:03:00    
is the dc_dungeon available seperately? i only that tileset and 20+ megs is a lot to add to a module´s hakpak. :-/

Posted by Toro at 2004-10-26 12:34:00    
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!

Posted by dragonsong at 2004-10-15 11:36:00    
Cool, thanks for the clarification. I'm still a newbie at how SETs work. ;)

  1  2  3  4  5 Next>

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