I was suprised when I searched the vault and this had not already been done so here it is. I simply combined the Castle Interior works on the vault into a nice little set. Dais, Both Windows, Rounds w/doors, Hole, and secret doors. The minor bugs in all the sets have been fixed, and fixed again per posted reports. It is a very useful and simple hak that adds some much needed extra's. Enjoy!
Updated 10/19/05: Added secret door hak with placeables separate.
Updated 10/24/05: Fixed posted issues and added banners to placeble haks. Final... Cheers!!!
Final Update: Fixed door orientation issues with original haks, Fixed raise/lower issue, Added Banners and Secret doors placeables for CEP1.52 and Standalone as separate haks.
Posted by Razare at 2009-02-22 19:37:12 Voted 9.00 on 02/22/09
Nice hak.
Posted by RangerSG at 2008-09-25 04:26:14 Voted 10.00 on 09/25/08
The best set for what it does by far.
Posted by archer4217 at 2008-09-24 18:08:48 Voted 10.00 on 09/24/08
A great set. I love the curved staircases.
Posted by Dr_Sungh at 2005-12-19 12:17:16 Voted 10.00 on 12/19/05
I just had to give this a perfect 10. Great work! No module creater should use the standard castle tileset now!
Posted by John ( 86.136.xxx.xxx ) at 2005-12-19 12:13:46
Thanks very much for adding the secret door tiles. I found the same problem with the original hak that Chaos found. To me, it seemed like the shadows from the pillar or from the candleholder on an edge (not corner) floor (not corridor) tile became all distorted - same thing happens with certain placeables like the CEP evil altars 2 and 3.
Great work! This has got to be the "standard" castle tileset from now on.
John.
Posted by Mecheon ( 203.166.xxx.xxx ) at 2005-11-28 22:11:57
Any plans to update this with the updated windows? Kick ass as is though
I cannot get the castle windows to come in on the prison, storage, and library tiles... am I doing something wrong with those or are they not all included?
Otherwise this is an impressive collection.
Something I got to wondering about... have there been any plans of creating either a 'pit' set of tiles for castle interior, and/or water tiles?
Posted by Frayne at 2005-11-04 10:05:17 Voted 10.00 on 10/21/05
I've added your combo to my own tileset combo... no conflicting files or any of that nonsense. Anyway, it's all been working fine. Since your last update I've swapped just the set file to try and fix that prob with the offset door but it still appears to be eschew. I saved and restarted etc. also tried a new stairs-corner-down in a new area with a new door... no dice.
Did I read you wrong or is this fixed?
Anyway, loving this combo... hope you can add gaoneng's great update soon.
Thanks for all the testing chaos. I will look inot fixing that if I create a v3. That is if gaoneng doesn't do a combo of his own with the new stuff he is creating. For now I am working on an expanded city set that is graying me pre-maturely. I've taken the gauntlet on the gothic placeables, converting some of them to city tiles; very exhausting WOK mesh work. Should be worth it in the end.
Posted by chaos_theocrat at 2005-10-28 03:21:32 Voted 9.75 on 10/19/05
One final good piece of information...
Just finished extensive testing of this hak with CEP. Placeables all work well.
More info on the secret door issue: it is not the placeables; it is the secret door tile, in relation to the standard castle tileset itself. How to duplicate the oddity: create a stone area several squares across, then have a secret door go off that area, from any square that is in the middle of the row that makes up the edge of the stone section you've just drawn on the map. Be sure you have it not so close to the edge of the map that you have no room (for the secret door)! Once all the above is done, that makes the broken floor and the shadows appear every time. (In game.) The good news is, in addition to the secret door as working perfect off of corridors, it also will work, every time, off corners of an area. Just not those middle edge squares. It took hours... to be sure of these things; but I think I've isolated the entire issue to exactly what I just related here. All in all, even if this little glitch is not fixable, I would definately say the hak was well worth the download... my vote was well cast.
Posted by chaos_theocrat at 2005-10-27 22:20:09 Voted 9.75 on 10/19/05
Oh, forgot to mention. The broken floor and shadows I'm talking about only show up in the game, not in the toolset. It all looks flawless in the toolset. I do hope that this can help figure out the issue. Sorry to trouble you. Again, it really is a wonderful hak pak otherwise.
Posted by chaos_theocrat at 2005-10-27 22:10:38 Voted 9.75 on 10/19/05
Raise/lower still shows up, but I can live with that. In fact, this updated hak is generally perfect except for one problem that I've encountered: if I put a secret door just off a corridor it is alright, but if I put a secret door off of a large stone area... it breaks the floor tiles in front of it on the left-hand side, and causes peculiar shadows.
Perhaps this was a peculiarity with the original secret doors from before they were incorporated into this hak? Great hak in any case, it improves hugely the Castle Interior. Very hugely. Cheers!
Posted by Frayne at 2005-10-21 15:05:55 Voted 10.00 on 10/21/05
Yeah, no chaos please... cheers Jacoby.
Posted by Jacoby ( 56.0.xxx.xxx ) at 2005-10-21 10:32:40
Yep, it's a problem with the original door line in the set file. Just a few numbers off. I can fix and update but may be a day or two before I can find the free time from work and coaching. I will fix the raise lower issue also. Keep in mind that these fixes will not affect current buiding projects. Simply replace the old file with the new one. It would only be chaos if I had to reorder the set file, which I have no plans to do. The next update will likely be the final unless gaoneng wants to include his upcomming works in this. He may have plans for a complete set of his own so I don't want to steel his thunder as he is the original author and is due all the credit.
Posted by Frayne at 2005-10-21 09:11:28 Voted 10.00 on 10/21/05
It's probably a problem with the original tiles but... the door hook on 'Stone_Corner_Down' is displaced to one side. Any chance you could fix this?
Posted by Frayne at 2005-10-21 09:09:29 Voted 10.00 on 10/21/05
If you're using Jlen's SetEditor, there's a bug that automatically checks the "Has Height Transition" flag whenever a set file is opened. You'll have to manually uncheck that flag before saving to prevent the Raise/Lower from showing. _________________________ [dla][united colors][player's handbook][other submissions]
Posted by Daijin at 2005-10-19 22:20:29 Voted 9.75 on 10/19/05
I will update to include the secret doors hak as I can see that it would be extremely useful, however; the placeables will be placed in a separate hak.
Two reasons:
1. It won't interfere with CEP mods.
2. If you are already using a hak that includes placeables combined for secret doors you will still be able to use this hak without the placeable hak.
Sounds confusing but experienced builders will appreciate it.
gaoneng - I will do so... I love your work. Very nice windows...
Posted by John ( 86.137.xxx.xxx ) at 2005-10-19 10:30:13
Very good combo, but unfortunately I cannot include it in my module because it conflicts with the secret doors mod (consisting of crossing corridor tiles). Would there be any chance of making them mergeable, or adding the crossers? Is it just a case of renumbering tiles? (Sorry I don't do tile modding myself.)
Thanks
John
Posted by chaos_theocrat at 2005-10-19 00:04:06 Voted 9.75 on 10/19/05
I give this a vote of 9.75! It's that good. I would have given it a full 10, but for the raise/lower issue.
Posted by chaos_theocrat at 2005-10-19 00:01:37 Voted 9.75 on 10/19/05
This ia an amazingly useful compilation that adds a great deal to the otherwise typical castle interiors, but I'm just a bit curious: what is the raise/lower feature for? It doesn't seem to really do anything. Everything else in this set works like a dream, though.
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