This hakpak is an add-on for the default Castle Interior tileset. This hak contains new tiles that allow you to add various windows to your areas, making them more like the interior of an actual building. It includes windows for the Stone, Rich, Library, and Corridor tiles. Using this hak will not break any areas already created with the standard Bioware Castle Interior tileset, or with previous versions of this hak. Future releases may include more window styles to add to the variety, depending on the number of requests. Includes a demo module for the hakpak.
Recent changes: v1.2 - Improved shadows and texture mapping on models, reducing overall filesize by 10% v1.1b - Corrected walkmesh/pathing errors in a few corridor tiles v1.1 - Corrected crash issue when loading Demo, and added tiles to allow windows in corridors
A good idea, unfortunatly the identical view out of every window takes away a lot I feel. Half a dozen generic versions of several types of landscapes (rural, mountain, city, ice, desert etc.) would really improve this.
Posted by Viconius at 2005-08-07 10:40:25 Voted 9.00
With the new patch, can day/night rotation of the windows be reworked?
Wow...
Seriously improves the castle (wich could do with it). Stupid of me not to have found this before (I've just run over it to check for naming clashes with the Dais hak *after* I submitted, git that I am).
I second the plea for windows in the City Interior Tileset. It also could do with a dose of your talent!
Hmmm... going to have to find a reason to use this now....
Posted by fk ( 80.213.xxx.xxx ) at 2005-03-14 14:02:00
Hi!
So much to do, so much to do...
Been busy all weekend with the mod, and simply forgot about posting the hak(s), sorry.
I'll try again to upload them when I get the time (which means in the weekend), then probably with a "pre-alpha version" of the mod as well. ;)
Posted by fk ( 134.47.xxx.xxx ) at 2005-03-08 01:12:00
Well, I need to do some work before I can, as I have a master hak with .2da files and .itp files etc... and then 5 other haks (with the tilesets being the last).
I've got to make a new hak with the tilesets and .2da files etc. if it is to be usable for others.
Or, I can upload the entire hak set (with quite a few goodies), which will be done once my Planescape/FR module is finished... IF it is finished, I should say p'raps. ;)
Will see what I can do in the coming weekend.
Hey, that sounds really great. It'd be cool if you could upload that. I look forward to seeing it, if you decide to do so. That's exactly what I am looking for. Great job.
Hey, that sounds really great. It'd be cool if you could upload that. I look forward to seeing it, if you decide to do so. That's exactly what I am looking for. Great job.
-
Blessings,
~VigilantCrusader~
Posted by Dradjeel at 2005-03-02 08:19:47 Voted 8.50 on 03/02/05
_________________________ The Power Almighty rests in this Lone Ring.
The Power, alrighty, for Doing Your Own Thing.
Posted by fk ( 134.47.xxx.xxx ) at 2005-03-02 03:29:00
heya again VC! :)
I have added this hak to my Na' DC add-on tileset pack which I we talked about before xmas... Maybe I should upload the version I have now. :)
In this hak I have both round castle walls and the castle window hak. However, I have not modified any models (meaning that there are no tiles where there's both round walls and windows), if that's what you're asking for...
best regards,
fk(irenicus)
too lazy to find the password to post with username ;)
Posted by johndiekmann at 2005-02-23 10:07:31 Voted 8.75 on 02/23/05
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-02-15 09:36:00
Stephen... how are the City Interior windows coming along? My players have loved these windows which I've found look particularly great with a pair of Stilgar's curtains.
One request I'd have is that when making windows, please take the opportunity to remove any of Bioware's random furnishings in their vicinity, which have always been anathema to builders (who would quite like to make their own decisions as to where placeables go rather than them being randomly thrown up by the tiles). E.g. the hated candelabrum standing in front of some castle windows gets in the way of adding curtains sometimes... grrr.
Posted by Frayne at 2005-01-31 15:00:22 Voted 9.50 on 01/31/05
A long overdue and very welcome cosmetic change to the Bioware tileset. If this appears again as a hak that adds more windows to this and other tilesets I will give it a higher score.
Posted by dragonfly at 2005-01-17 16:26:35 Voted 9.50 on 01/17/05
Thanks a lot for such a great add-on. Seconding the request for more windows in more tilesets! What about matching doors?
_________________________ -------------------------------------------
Illegitmitatum Non Carborundum Est
Posted by Iron_Ian at 2005-01-10 15:09:57 Voted 9.50 on 01/10/05
Posted by Wolfsong at 2005-01-07 13:27:34 Voted 9.00 on 01/07/05
_________________________ // Wolfsong
Posted by Nissa_Red at 2005-01-04 12:14:49 Voted 9.50 on 01/04/05
Yet another proof that talented community members can make up for Bioware's general lack of taste in matters of tilesets.
It would be a 10 if you managed to convince Bioware to get these day/night light animations to work correctly, but since it is not your fault, I still support your nomination for Hall of Fame.
Essential to any fame seeking castleowner, get your new windows just today from TarianLore, glassblower extraordinaire !
Posted by Nissa_Red at 2005-01-04 12:08:00 Voted 9.50 on 01/04/05
"I can see... the light !", exclaimed my now happy landowner just only yesterday.
Seriously though, this is a sweet work.
Please, please, please do consider using your talents on the pesky TIN01 tileset, who really needs some "window love" too.
In any case, thank you for your contribution, I voted for you, and would like to wish you a happy new year :)
For now, this Hak is done! Any future updates will involve new window types or the occasional bug fix.
I completed the Day/Night version, but decided not to release it for now. The in-game Day/Night animations are still very unreliable (testing using the default Bioware City Exterior tileset confirmed the quirks are in the game, not the models). If anyone wants to test the Day/Night version, send me an email and I will send you the Hak.
This hak is actually the result of work I am doing on a much larger tileset for my first custom module. My attention is currently turning to building the tileset and module, but considering the response I've gotten to this window hak, I will most likely create some windows for the "City Interior" tileset.
gMonk, you may use them in a merge, with my blessing!
I have one more change I need to finish for the windows before you merge them.
I am fixing some sporatic shadow tearing issues. Just a matter of breaking down a few objects into seperate faces.
While I am fixing the shadows, I am also going to add the Day/Night transitions back in (as a seperate Hak). I leave it to you which version you want to merge.
Posted by gMonk at 2004-12-31 09:20:00 Voted 10.00 on 12/31/04
That I'm unable to figure out the simple rating system on here. N/M, I got it. :D
Posted by gMonk at 2004-12-31 09:19:38 Voted 10.00 on 12/31/04
Nominated this for HoF, it definitely deserves it. Thanks for the effort you put into this, it adds a lot to the game in a way that players don't notice at first. Don't get me wrong here, it's just that this kind of terrain visual adds to the immersive experience for the player, something I'm always looking for. One of my main gripes is with the 'default' furniture in the Bioware tiles (they shoulda put in more stuff like this instead of beds and barstools!) but that's a different story.
Happy new year all!
Posted by gMonk at 2004-12-31 09:10:00 Voted 10.00 on 12/31/04
It seems
Posted by gMonk at 2004-12-31 09:08:00 Voted 10.00 on 12/31/04
Thanks for the super-speedy reply dude. I haven't merged them yet but is it okay If I post a combination hak when I get to it? ( I'm mired in conversations just now and toying with the idea of the conversation-token systems, so I'm a little pre-occupied. You know the usual building routine, :D ). For my module the hakpak would include yours and the LOK version of YellowLab's roundcorners. When I get a working SET file, I can post them as a standalone hak file. Sound okay to you?
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2004-12-31 08:52:00
If you do include day/night animations please also post a version without this as I wont be using it if it means I have to go to 2mins/hour. Such a timescale would not suit my campaign.
What a simple but incredibly useful addition, thankyou pls keep working on this,(now i can do convincing mansion interiors for Cthulhu) :),
Good work."..continuing to think outside the box..."
For those who read the Custom Content forums today, i hope you get a good chuckle from my recent comment on my day/night animations. *HULK SMASH*
I found out the problem. Timing.
As in, the Bioware Day/Night tile animations ONLY work proper using the default game clock settings (2 minutes per game hour). For some reason, using any other setting for the game clock causes timing issues in the Day/Night animation routines, making them run out of sequence or not run at all.
I have been running several tests using one "clean" test tile using only the 2-minute setting, and it seems to be working (except for a half-second flicker at 7am and 7pm game time).
For the moment, I am putting the Day/Night animations on hold until a later time. NWmax does not properly export the Alpha or Illumination settings I used to achieve the day to night transitions, and I'm not yet ready to hand-code it back into 50+ model files...The next release of NWmax is due soon (I think), so here's hoping that fixes it.
Have you gotten any feedback from DLA or Bioware on work arounds? They have some night animations working with windows on houses. It would be really cool if you got it to work right.
Good luck!"Imagination is the one weapon in the war against reality." -Jules de Gaultier
Aye, it is the one limitation of Hak tileset add-ons; you can only have one add-on per tileset, unless you manually merge the .SET files.
My add-ons should be easy to merge, since they use existing terrain types and do not use any groups. All that is needed is a simple paste operation and some re-numbering of the window tile entries.
On another note, I would like some email feedback from people on the day/night transitions idea. since the "Night" standard tile animation is still bugged (unless you enter at night), I want to know if anyone feels I should bother enabling the transitions despite the game glitch?