This is a rural tileset with more agricultural areas (fields). It's still at a stage of developing.
NOTE: This has nothing to do with the "Midgard" persistant world! (See the included docu for my reason to choose this name).
Updated now (8. 29. 05)
Updated (3. 3. 06)
Added variants for the ploughed field terrain (plus minor changes).
Important note: I had to re-arrange the tile numbers in the set file. In the older version there were only one entry for every basic pattern (e. g. one edge tile and one corner tile for any given terrain type). There were no place left for variants. Now I have re-arranged the entries in a more planned manner, so every existing and future tile variant has it's place. This means that modules that were edited using the old version of the hak won't work correctly with the new version. Autors who want to improve old mods with the new tiles will have to re-edit parts of the old work. I know this is really bad, and I apologize in every way. I'm really sorry, but this was a necessary step. After all, I told you it was a beta version (of course, it is still beta, there's much left to do). As I said, however, the new set file is prepared to take in future developements, so I can promise this won't happen again. I also will leave a copy of the old version in the vault (this is not updated. You'll need it only if you have an old mod, don't want to reedit, AND lost the old hak file).
Updated (3. 17. 6)
Added Generic field.
Updated (8. 20. 6)
Added Cabbage field.
Updated (3. 13. 9)
Finally solved the lighting problem of the wheat field and did some variants.
Updated (4. 2. 2009)
Added gentle hills and sand, mud and low water terrains.
For the first time, I included third party material.
Updated (4. 23. 2009)
Vinyards are heavily under construction, but they take their time. So, just to keep the show rolling, I uploaded a minor add-on: tools (pitchfork, hoe, scythe, shovel).
I also uploaded a teaser image of the vinyards, so you can see I'm really working on it (on the picture they look actually better than in "reality", cause of course I choose the best viewing angle).
Schedule for next things to do:
- vinyards (major work)
- castle (sorry, this is important)
- pumpkin field (was requested)
If you want other field types, please let me know! - some agricultutal placeables and objects (perhaps even creatures).
- (in the far future) other terrain types.
PS: I think this works on all versions. Please report any problems. If there's someone who would like to translate the docu into french/portuguese etc., I would be grateful (I will do a german version myself).
If you like this, you may also have a look on my other content:
Link
Posted by kalbaern at 2011-03-26 08:31:12 Voted 10.00 on 03/26/11
Any chance there's still an update for this pending? _________________________ The Savage Frontier and Surrounds - NWN PW based in the Forgotten Realms: Link
Posted by Armor Darks at 2010-07-23 14:45:36 Voted 10.00 on 07/23/10
also edges of fields don't have 3d grass sprites, that makes look edges of fields with standard rural tiles looks odd.
I liked cabage field... but I think cabages shoud be walkable. Currently if you are going to cross the cabage field you'll waste lot of time trying to go over unwalkable cabages =) _________________________ .: Axistown.ru PW
.: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Armor Darks at 2010-07-23 14:28:55 Voted 10.00 on 07/23/10
I like the idea, but field tiles have issue with textures - they are to low res! It make cabage, plagued and so on field looks terrible, especially on canvas, where you can see edge of field's grass, and standard rural grass. From the distance all looks fine - but when you zoom in, you can see how much lower res have midgard fields textures. _________________________ .: Axistown.ru PW
.: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Tyndrel at 2010-03-06 09:19:37 Voted 10.00 on 03/06/10
At last someone has actually added the most important part to the rural landscape, crops! This is a huge improvement and the tools are a nice bonus too. Why this was not done years ago is quite beyond me. Thank you. _________________________ All the thanks the designer gets is your vote, please use it.
Of Time and Death's Feast Link ~ Leybury Link ~ Shadow Mountain PW Link ~ CEP Skybox Reference Link ~ 1.69 Texture Reference Link
Thank you for your work. Just what the Free Lands needed. _________________________ -------------------------------------------
"Repent, Harlequin!" said the TickTock Man.
Posted by JackTaylor at 2009-04-23 13:35:10 Voted 10.00 on 04/23/09
Sorry I forgot to come back here and vote for such a long while. I really like the way this is developing! Gives a very nice, domesticated look to an area. Great job, and thanks for sharing.
Regards,
JFK _________________________ My other sword is a +5 Holy Avenger
JFK Swimming Skinmesh Fish Link
JFK Makeshift Weapons Link
Posted by Armor Darks at 2009-03-29 05:44:28 Voted 10.00 on 07/23/10
Posted by JackTaylor at 2009-03-14 07:17:46 Voted 10.00 on 04/23/09
Hey, this looks very good from the screenshots. I'm downloading right now, and I'll be sure to check it out and vote asap.
JFK _________________________ My other sword is a +5 Holy Avenger
JFK Swimming Skinmesh Fish Link
JFK Makeshift Weapons Link
Posted by Graymaster at 2009-03-14 06:32:15 Voted 10.00 on 03/14/09
I'd actually forgotten about the hak - even to vote way back when - so hope this makes up for it. Good idea, good implementation of same, so do keep working at it.
The wheat field doesn't glow in the dark any longer, and has a more natural look as the pattern of the "rows" of crop is not straight and rectangular anymore, but "shaggy", with different variants for each tile.
Posted by Armor Darks: sadly author forgetted about this cool hak =(
... nope
;)
Posted by scsijon at 2009-01-08 17:51:37 Voted 9.75 on 01/08/09
rats, forgot to vote before
Posted by scsijon at 2009-01-08 17:43:35 Voted 9.75 on 01/08/09
BigBene, when I add your tileset in the hak list and then go to get it in the area wizard, I now see two "Rural" areas with yours being the second. Could you please change "wherever that is done" so to differentiate yours from the default, say make yours "Rural & Agricultural". Otherwise it's a great hakpak and I shall be using it in my Module.
jon
ps has anyone mentioned single and double rows of Corn and Sunflowers on a tilewidth so they can be walked between? hm.
Posted by Armor Darks at 2008-06-28 09:15:10 Voted 10.00 on 07/23/10
sadly author forgetted about this cool hak =( _________________________ .: Axistown.ru PW
.: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Saduj at 2008-06-05 20:58:12 Voted 10.00 on 05/06/12
Thanks for the kind words. The selfilluminating color of the wheat is a serious issue that is described in the doc. I found a solution now, but it's a time consuming work, and at the moment I rather concentrate on the facelift Neverwinter project.
Thanks for this work, it look actually very good and adds more realistic fields than original bioware stuff.
Except for one thing, did anyone tried the wheat field at night ? It does'nt only look artificial, it glows bright yellow like crazy. Kind of hard explaning this in game ^^ _________________________ French community module "Les Légendes d'Arcanos" Link
Thanks.
Actually, there are no edge tiles in this set yet. I consider it as "under construction", and originally planned to make the edge tiles last. But as time goes by, it would perhaps be a better idea to do some edge tiles to make the whole thing more useable for all of you.
Just now, I have done little for my NWN hobby, as I had much stress with my job. I'm however still planing to finish this tileset.
I dunno...
The dfault names (ttr_d08_001 and the like) are just giving the row-and-column index of that tile in a landscape the Bioware artist originally used for modelling. I prefer my own naming standard, because it's "speaking". I can immediately recognise the terrain type and and tile type (corner, middle, L-shaped etc.) of a given tile model, and I thought this would be more convienent for users, too.
Posted by helvene at 2006-08-20 04:41:43 Voted 9.00 on 08/20/06
Horray! Finally updated again!
I have now added cabbage fields. I thought this would be easy, just adding some cabbages to the generic field, but it turned out to be a real nightmare. I didn't want characters to stay "inside" the cabbage, so I did a appropiate walkmesh, and this of course resulted in the aabb mesh really messed up. I tried for months, but everytime I managed a walkmesh not to crash the toolset, it wouldn't work ingame, and vice versa. This one finally works, although it still has some aesthetic issues. And send NSC through it only at your own risc...
I don't know if having cabbage is really worth the efforts, but here it is.
I also did some major improvements to the docu.
Plans for the future:
Next thing to do is vinyards. Can't make Nissa Red wait any longer. Sorry, Nissa, I promise the vinyards won't take so long. After this, I have to do some tiles for castle construction. Some friens of mine are working on a PW, and our chief story author asked me urgently for those. Other agricultural tiles will have to be postponed after this.
@ Jereniva:
I always thought the Bioware "field" group (which I made up to a real dynamic terrain type) was corn. OK, it somehow doesn't look "dense" enough. So far, I didn't plan doing a corn field. I think it is destincly "american". Would fit better into the Atztec tilesets out there than in a "standard" fantasy one. But if you really want it for some reason, tell me, and I will do it.
Enjoy, and keep those feedback roll in!
Thank you all!
Ok, updated again. This time it is the "generic field", just a ploughed filed with some green on it. See docu. It don't look very spectacular, but anyway took much work for all the variants (I used the basic terrain pattern from the ploughed field, but re-arranged the stones, little plants etc.). Pitily still havn't solved the wheat lighting problem. Any help?
So enjoy and keep up the comments, you have been very helpfull (and sorry if anyone feels insulted by the "RTFM". Was just kidding of couse, but later thought it may be misunderstood).
Thanks for the feedback!
As for the "artificial" looking wheat field:
Improving this would require variant tiles, and as I said (RTFM :) ) I want to get rid of all bugs before doing variants. The wheat field has still the lighting problem (see docu). This is not a real bug (it works), but an aesthtic problem, which I still try to solve.
Posted by Nissa_Red at 2006-03-04 16:32:53 Voted 9.00 on 03/04/06
One step closer to creating my accurate looking rural landscapes in my fav' game, thank you very much!
You have an excellent concept, talents too (I know what efforts it can take to create tiles), and the only thing which holds me from voting higher would be to improve the wheatfield to remove these "straight" lines, giving the whole a more natural, wild look.
Please keep the good work up, and thank you again.
Posted by Nissa_Red at 2006-03-04 16:28:57 Voted 9.00 on 03/04/06
I have been following this hakpack in the past weeks, especially since you said you'd be working on vines too, and almost dropped all faith to see it done one day when I read your message on the CC forum... so great news indeed :)
I agree with Frayne about the wheat field looking artificial, but since I cannot offer any reasonable suggestion on how to improve it, I will just add this entry again to my portfolio, and thank you for your contribution with my vote.
Posted by Frayne at 2006-03-04 10:10:24 Voted 10.00 on 03/04/06
This is coming along nicely. I particularly appreciate BW fields as terrain (since I already have this sans plants in another set). A couple of observations... The wheat looks artificial because of the straight lines and edges. You might get that in modern day farming, but not with Middle or Dark Age technology. You could make the lines more wavy, or provide irregularly shaped wheat placeables of various sizes so that builders can soften the edges. Your tileset could also use a unique name, rather than duplicating the existing 'rural'. Other than those minor points this is a very useful addition.
Posted by Frayne at 2006-03-04 10:10:10 Voted 10.00 on 03/04/06
This is coming along nicely. I particularly appreciate BW fields as terrain (since I already have this sans plants in another set). A couple of observations... The wheat looks artificial because of the straight lines and edges. You might get that in modern day farming, but not with Middle or Dark Age technology. You could make the lines more wavy, or provide irregularly shaped wheat placeables of various sizes so that builders can soften the edges. Your tileset could also use a unique name, rather than duplicating the existing 'rural'. Other than those minor points this is a very useful addition.