This tileset is a non overwriting modification of the standard Bioware Cave/Mines tileset. This set adds ceilings to all the standard cave tiles, uses default textures If you find any quality problems with the set, please Email me using the supplied address. :Multiple Walkmesh problems fixed :Waterfall Emitter bug Fixed :Ceilings now fade Texture Bug fixed, tiles now have textures
Posted by The Amethyst Dragon at 2009-07-22 23:09:22 Voted 10.00 on 07/22/09
Very, very nice. _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Hello, I have a wierd lighting problem with your newest version. On many tiles, NPCs are not illuminated by light sources carried by other NPCs. The light sources (e.g. torches) illuminate the geometry and cast shadows, but do not light up a creature - they appear as black silhouettes. Light sources carried by the PC work in all aspects.
This effect appears on some tiles but not on others. A tile which is OK is e.g. tdm01_g10_02, an example of a "bad" tile is tdm01_g01_02. For this behavior I assume the problem is related to the tile set. Does anyone else experience the same issue?
Posted by ATOM at 2007-01-03 13:52:31 Voted 10.00 on 01/03/07
Excellent work much appreciated.Used a modified version in my Blizzard Pass mod. _________________________ Three Headed Troll Art Wurks
Balkur I have been researching this issue and it does not look good... I finally found your "isdynamic" when I looked in NWN Exporler at the org. tdm01 mdl's in ascii mode. The problem goes further into the various export scripts like MDL Plugin Suite 1.1b3 (which Hellfire used) which strips off whole light nodes!!! Look at tmd01_a01_01 and then compare with tcr01_a01_01 = no light nodes. :(
I really am starting to hate bug fixing.
Posted by CTP_Team at 2005-10-03 11:29:32 Voted 10.00 on 10/03/05
"This is one of the greatest sets that has been released on the vault. We, the CTP Team, think so much of this set that we have included it in our releases. We have taken this set, repaired the issues that we could, and added tiles where we thought it would help to expand the usage of this set."
Posted by CTP_Team at 2005-10-03 11:29:07 Voted 10.00 on 10/03/05
"This is one of the greatest sets that has been released on the vault. We, the CTP Team, think so much of this set that we have included it in our releases. We have taken this set, repaired the issues that we could, and added tiles where we thought it would help to expand the usage of this set."
Posted by CTP_Team at 2005-10-03 10:35:05 Voted 10.00 on 10/03/05
"This is one of the greatest sets that has been released on the vault. We, the CTP Team, think so much of this set that we have included it in our releases. We have taken this set, repaired the issues that we could, and added tiles where we thought it would help to expand the usage of this set."
Posted by Balkur at 2005-09-26 01:08:07 Voted 10.00
quote: "I didn't find the the isdynamic 0?"
Heh... that was the problem :) There was no isdynamic in there at all and the aurora engine was putting it in and setting it to 1 when the ascii loaded. Probably because of the nDynamicType 0 line.
I'm using NWMax atm. Good luck with the CTP Christopher.
-d05_01 - waterfall could be cleaned up to look like it is coming out of some holes rather then the rock... ?
Feature - Mineshaft _q13_01 shadow issues + tile needs patching for ceiling (very end before the door).
BTW I do hold this set in the highest reguard. I have spent ample time with it over the past two weeks (I do most of my work during spare time at my job :). I am also a bit of a perfectionist. One of the reasons the CTP bug fixing is going so slow :(
_j02_01 - lines instead of rock texture on small rocks
g02_02 - Texture Stretch
g01_03 - white spaces
I have run into numerous Bioware errors that only became apparent with the camera unlock. I should be done with my first run though the set this weekend (sorry, been busy with RL issues).
_j02_01 - lines instead of rock texture on small rocks
g02_02 - Texture Stretch
g01_03 - white spaces
I have run into numerous Bioware errors that only became apparent with the camera unlock. I should be done with my first run though the set this weekend (sorry, been busy with RL issues).
I have added pits and lava now. the set is very much like Gestalts caverns now. but with ceilings. as a matter of fact I used gestalts ITP, Set, and naming convention. I will make sure to give him proper credit. Does anyone know of a good raise lower addon for the caves.. I will add that.. and I will consider this set complete.
When I update the caves this time.. I will also fix the two stairs up
Posted by Frayne at 2005-09-23 09:58:45 Voted 10.00 on 09/23/05
Great work guys... lookin' good.
Posted by Frayne at 2005-09-23 09:58:33 Voted 10.00 on 09/23/05
Great work guys... lookin' good.
Posted by Daemon_Blackrazor at 2005-09-23 06:31:55 Voted 10.00 on 09/23/05
This is like a dream come true - now what about the the other tilesets? _________________________ "I'll sit myself behind this clock, and sing tunes on its belfry!
I am the one you warned me of."
D.
Posted by Balkur at 2005-09-23 04:27:04 Voted 10.00
Hmmm thinking about this a bit more, i approached my conflicts with the "me go bash!" attitude and renamed the entire thing so that the entire naming convention used tcc instead of tcr.
It should be possible to do the remapping internally and leave the set file name as tcr01.set. I'm not absolutely certain this would work - there may be issues i've not considered - but in theory it should.
Hellfire, pm me over on the bioboards if you can... i'm over there as balkur. It might be possible to modify the back end of this thing play nice with other tilesets without breaking everyone's already downloaded versions.
Posted by Balkur at 2005-09-23 03:29:54 Voted 10.00
Unfortunately, a fix of this nature is something you'll have to do to your own version of the tileset. I had to do this because of a similar issue with the DoA builder's base.
Problem is that every tileset has a .set file, which is used to identify the names of the tiles in the tileset. The actual module has .are files for the areas, which identify which .set file the areas use to pick their tiles.
When you load in two conflicting hakpacks where the tile names contain identical names for some of the tiles, only the highest precidence hakpack resources are used. The others (with the same name) are assumed to be older versions of these resources and ignored. So if two tileset .set files reference tcr_a1_03 then only the highest loaded version of that resource is used.
To make the two play nice you need to rename the resources in conflict in one of the tilesets and update all the references to those renamed resources. This can't be done on a public distribution as it would break all the modules currently using this tileset (the areas would crash to desktop due to out of range pointers).
Really the only options you have are to use the overwriting version, fix it yourself or work around the issue by not using the conflicting tiles.
If you switch to the overwriting version you'll invalidate your areas using this tileset unless you change the reference to the .set file for the areas using this tileset from tcr01 to tcn01 so that the area picks from the tcn01.set file.
If you want to modify the tileset yourself let me know and i'll outline the steps you'll need to do (its about a 10 minute task with the right tools).
Posted by mondego at 2005-09-23 01:41:20 Voted 10.00 on 09/23/05
Love your work
Posted by mondego at 2005-09-23 01:40:12 Voted 10.00 on 09/23/05
Very nice yow still suporting this wonderfull work, i´t one of my main sceneries (the only realistic mines ever), period.
A small report:
i´m using rtc 1.1b tilesets and there is an interaction betwen zeon no coble (a city/rural/CCS scenerie) and this one, so, some tiles get mixed betwen them.
If yow use mines first and rtc, the mines go to rural elevations and city wood bridge (cant remenber the name, it as boats arround).
If yow use rtc and then the mines, zeon it´s ok, but in the mines many rural tiles come.
Any way yow can still use the scenerye very well, just have to erase until they come as mines, you cant use bridge, and most of the platforms group.
could this be fixed, please? Y know it´s very hard work, but this scenerie is vital for me, i still can use it quite well.
thanks!
Carlos
Posted by Narph at 2005-09-22 13:23:44 Voted 10.00 on 09/22/05
Keep posting the bugs. working on this again has renewed my interest some, and I'm thinking about going back and adding all those custom tiles I left out to begin with (3 groups, 5 features). I updated the files, and added news, but it doesn't appear that the changes took. I will try and figure out what went wrong this evening.
Keep posting the bugs. working on this again has renewed my interest some, and I'm thinking about going back and adding all those custom tiles I left out to begin with (3 groups, 5 features). I updated the files, and added news, but it doesn't appear that the changes took. I will try and figure out what went wrong this evening.
Posted by Balkur at 2005-09-21 19:18:07 Voted 10.00
Glad it worked out well, Hellfire.
I've not noticed missing roofs on any tile - but a couple very minor things are: c2_02 seems to have the wrong texture for the roof in the toolset - it looks a bit darker than the others and in c1_02 the roof stalagtite doesn't really line up with the ground stalagmite... but this may be what you wanted.
Like i said... all in all this is a great tileset - it must have taken ages to do :)
Wow.. that did the trick.. this version is already fixed. I will do the other two tomorrow and update the lot of them. I also found one of the hallway ends are missing a ceiling.. I will get that fixed as well.