"Come adventurers and explorers, a new land awaits! Plunder the lost riches of the new world! Temples to pagan gods built out of gold, luxurious silks and furs to clothe even the most discriminating patron! Carve out your own niche in the disease infested jungles and return a hero! Join the expedition now!"
- Far Seas Exploratory Co. recruitment poster
FEATURES:
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This revisiting of the original Aztec Exterior tileset features completely rebuilt tiles and hundreds of new tiles and features and textures including new doors, loadscreens, flexible mountain construction and dense jungles.
Suitable for Maztica, Aztec, Mayan, Incan modules. Please see the readme for details!
Posted by Velexia at 2009-03-12 19:12:46 Voted 9.75 on 03/12/09
Awesome. I've only found one bug: After placing snow on a mountain, I can't get rid of it. _________________________ The VIVE NWN Project.
A Neverwinter Nights Vault hak Compilation. To be resumed again! -Vex, 2011
Posted by Sienna at 2008-11-16 17:07:25 Voted 10.00 on 11/16/08
beautiful, simply beautiful. must be the best tileset for nwn there is. i love aztec art and this captures those temples really well. the detail in the wall murals is so awesome. really versatile too with the jungles and mountains. i love it!
Posted by Dorrian at 2008-09-23 11:21:59 Voted 10.00 on 09/23/08
Posted by Izk The Mad at 2008-09-10 06:18:56 Voted 10.00 on 08/21/06
I've been using this for two years and I just recently found out that you can raise/lower the jungle terrain! I assumed it was flat, like the Bioware trees. Had to share that, in case anyone else missed it. Chandigar, you're a genius! _________________________ Silent Hill-ish Hak | Skybox Experiments | Creature/NPC Reskins Vol 1 | Works In Progress
Posted by Saduj at 2008-06-05 13:37:40 Voted 10.00 on 06/05/08
Ideas: A few things I'd love to see in jungle tilesets, are flimsy rope bridges over chasms (or cliffs with rivers/lakes) below, tar pits, and giant tropical plants (such as brightly colored flowers like yuccas, and even man-eaters, like sundews, giant-flytraps, etc)...
1.23 released. Originally 1.22 was just a set update then I read Izk's new post and realized that I didn't finish the sample mod properly. Everything should be working on it now, ugh. Otherwise, just the set and .itp files were updated. I have NO idea why the exporter was giving me issues but I ran through it again and it seems to be working now. Sorry!
Posted by Izk The Mad at 2006-08-29 20:51:07 Voted 10.00 on 08/21/06
Thanks, Chandigar. It's nice to get a straight answer about something on the net once in a while without endless searching, esp. with the volumes of stuff about this game. I kind of suspected as much concerning the loadscreens and doors from what I've been reading elsewhere about using haks, just haven't been adventurous enough yet to try and figure it all out. I'm still exploring all the subtleties of scripting and variables, as I'm building. I have to tell you, both times I played through the demo I went straight from the top of The Steppes to The Last Bastion, and I only mention this again because the city was nicely done, and I hate to think people missed it. I also have to say again this tileset is sweet. I finally bought this game this spring, wanted it since the trailer that came with BG2, but since it came out I've played other games like KOTOR, and Dungeon Siege to name a couple (visually gorgeous), so I was a little disappointed with the bland look of the basic tilesets. Out of curiousity, have you ever heard of the Angkor temples in Cambodia? It might make for an interesting tileset. Very elaborate and ornate structures though, as far as something that could be "painted". Just a thought :) Just one of the many fascinating sets of ruins in the real world that would be fun to build with in NWN. _________________________ Silent Hill-ish Hak | Skybox Experiments | Creature/NPC Reskins Vol 1 | Works In Progress
Izk:
I think I figured out the problem, looks like the ITP editor I use wasn't exporting the ITP properly. I've been pointed to an alternate which I'll try and get to tonight. I apologize, I guess I never answered your other questions.
2. Generally, the tilesets themselves should be fine. They don't work together in that you can't drop a gothic mansion in the middle of an aztec city but you can have a module that has an area of each in it (just like building with NWN tilesets). The genericdoors and loadscreens have conflicts because those files contain information for all tilesets so when they release an expansion like POTSC and add more entries to those files, my versions of the files are missing those new entries. In theory, it should be an easy fix, except I don't have potsc. You should just need to open the offending file and past my custom items in the appropriate areas.
Posted by Izk The Mad at 2006-08-28 10:18:06 Voted 10.00 on 08/21/06
Thanks for the update. I'm dying to use this tileset. Nevermind my earlier questions about CEP and v1.67 (I reread Sebrina's posts), but would I need to do anything to use this with your other tilesets? I'm still somewhat new to hakpaks, and I've been reading about merging haks and fixing erf's, and it's a bit intimidating. Is the "generic doors" conflict I'm seeing something harmless, just a duplicate name and the actual code doesn't overlap, or the same doors? Just wondering if I need to learn how to merge hakpaks, or limit myself to using just this one. _________________________ Silent Hill-ish Hak | Skybox Experiments | Creature/NPC Reskins Vol 1 | Works In Progress
Posted by mondego at 2006-08-21 08:30:18 Voted 10.00
Ey man you forgot to include the raise lower option on this last version, just fix it please, i love your work.
Posted by Izk The Mad at 2006-08-21 07:30:15 Voted 10.00 on 08/21/06
???s for Chandigar- This is amazing stuff. I give it a 10 just for the beauty and effort of it. As an archeology buff and a fan of "pre-columbian" cultures this tileset blows me away. Forgive my hakpak ignorance, but I have a couple newbie questions- 1) How do you raise the terrain? Should there be a "raise/lower" option in the toolset? If so I don't have it. I've seen several comments about that but have found no answers. Is there some other toolset feature I haven't discovered yet? 2) Will this work okay with your other tilesets (Gothic Estates & Aztec Interior)? I noticed after installing them to my mod the "genericdoors" and "loadscreens" showed up as conflicts (1.67 potsc loadscreen conflict). Also I opened the demo module in the toolset just to see if there was something different (I have CEP 1.53 installed in my module) to make sure nothing was interfering, and I noticed The City of Cuahuatl. I never came across this area when I explored the demo. Think it was because of duplicate tags in the area transitions. Minor thing in an otherwise fantastic creation. _________________________ Silent Hill-ish Hak | Skybox Experiments | Creature/NPC Reskins Vol 1 | Works In Progress
Posted by Tolkiens Padawan ( 84.135.xxx.xxx ) at 2006-06-22 08:37:06
Hi Chandigar,
this is a great tilest - one of the best tilesets ever.
But it isn't perfect:
I'm not sure if I'm doing something wrong - are the mountain stairs not meant to lead somewhere? They always end before reaching the next level (well, so do the mountain pathes, but I can create a second path above the first one so it leads to the higher ground, while the mountain stairs never lead to a higher ground) - there's only some stone there that I can, by the way, go into (which means my character disappears in parts or finally completely standing one meter in the rocks).
And then it happend that I stood on the ground next to a mountain path, very close to the mountain and I couldn't move away any more - only turn around.
A smaller problem (which is no real problem): at the corners of stone mountains there is some grass on the ground that the player can't move on. You get the impression: there is grass, but well, it is a mountain tile of course so I can't work on it. But as I said: this is something petty.
Would be nice if you could give me an answer on the mountain stairs.
Posted by Sebrina Snood at 2006-06-18 05:39:46 Voted 9.50 on 06/18/06
Addendum; I found a wierd workaround to my own problem that I'll share just in case anyoone else is having problems similar to mine:
If you start the module in a place using tileset that is not this one (ie a normal nwn tileset) all the textures are as they should be.
I have no idea why this should work but it does; presumably has something to do with initialising the textures of characters on module load?? (this has to be the weirdest workaround ever lol!)
Sebrina.
Posted by Sebrina Snood at 2006-06-17 09:15:42 Voted 9.50 on 06/18/06
hey Chandigar...absolutley fabbo tileset. I would love to use it except I am having just 1 small problem with it. I am using nwn version 1.67 and (presumably because of that) I am having texture issues with hair and some clothes on people in the environment. hair and metallic textures appear transparent..ive tried to find a way round it but have found none..can you help? A fix I tried was, I addedd cep (version152+patch 153 compatible with nwn 1.67); thinking that the cep textures might over-ride the problem..but alas no.
Any ideas would be very appreciated since I want to make a module using this tileset.
Posted by DMLadyAbagail at 2006-04-10 21:38:21 Voted 10.00 on 04/10/06
Chandigar, you are a Da Vinci of tileset modeling. _________________________ "Pudding can't fill the emptiness inside me...but it will help!"