Well after several lost weeks here is an update to my CFR series, this adds all the cobble city tiles, plus a myriad of cobble/grass city walls. Also added lok6 houses. This set is 100% backward compatible with my CFR grass shrunk set. Filled in most of the gaps between City walls and rural cliffs, added cobble topped ramp with grass at bottom, check screenshots. Next project is a custom request for jungle cfr, then doing an addon pack for mountain set. Will be adding wetterau, miniriver and my own custom beaches to this set over the next 2 months. Readme Below: Important Note: Under custom1 is the cobble to grass wall tiles (ramp, door, cave) and the hedges and castlewalls tiles. Under Custom 2 is all the cobble city tiles. Also important, when trying to get walls with cobble on top grass at base place cobble terrain then raise it, nothe other way round.
Also be carful when done to make sure you cleaned up the rural/grass at the walls, i didnt have time to make every possible tile so if you have a wall tile w/ grass on one corner cobble on the other with a wall w/ cobble it will appear as grass on the lower areas. Design notes/Credits: I took Kthoris C/R and R/F put them together, added all cobble city tiles, also with gentlehills(Wayland)/Hills+hobbits+alleys(by Thallion Stellani), added towers (by Velmar), added Spoonmerlins addons, and a hi res hobbit door (from Kujo), Schazzwozzer Galleons (city water only now) Added Raised bridge set by me, Added LOK tower/entrances, LOK 6 addon by Danmar, Slim Tower by Chanteur, Stone hut by Bodangly, fallen head by Velmar, Hedges and Castlewalls by Bandicoot.
Added Velmars adjusted rural tiles, made tiles to go from grass to city cobble walls, some from Danmar, Velmar, Janus and me, adjusted Wayland and Thallions hills to height 4. May 14th, 2003 Fixed Set file ref tga. May 19th Fixed edge hill models. added ref_tga. May 21th Fixed evil tower, added minimaps, fixed cobble minmap, and fixed wagon tile (rural city) May 23rd fixed tile problems for tiles cfrg2_o01_02,3,4 May 26th Added hobbit hovel by Chantuar+Mr x; Vels circus tiles; varios tiles/modifications by Adam Miller; iron smelter & huts from dungeon OC tilesets; Raised dock, waterfalls and additional tree cliffs by lucifer church, resized by me; fixed a variety of bugs for tiles on the water. Also plain grass minmaps to hedges and generic castle walls. Added castlewalls by danmar/adam miller, reskined w/ oc textures; made specific crosser for rural_stream, fixed chessboard/portal, removed miniriver, for now. June 10th. Vilance D'Asari
This is a compilation of the old system into a single score. There were 16 that made this score of 8.88.
Posted by GhostBear_74 ( ..xxx.xxx ) at 2003-12-09 20:05:00
Nevermind. Fixed it.
Posted by GhostBear_74 ( ..xxx.xxx ) at 2003-12-09 18:25:00
This tileset got some serious bug when used with HotU. :-( Like a cave tileset following my character whereever he goes.
Posted by Christopher ( ..xxx.xxx ) at 2003-10-22 10:21:00
Well Vilance a pity to loose you. Your experience in compiling custom content for TileSets rocked. Thank you for the time you spent and the material you made for us!
Posted by vilance ( ..xxx.xxx ) at 2003-10-15 14:25:00
well.....yes
i love making content for this game but...i just never realy enjoyed playing it....the community wasnt the issue it was more a matter of disliking the game engine and the view perspectives...dont get me wrong i played several mods i enjoyed but they were still hindered in ways that ultimately made my personal gameplay unenjoyable....i have a theory that maybe i just played to much BG/BG2/IWD and that style had grown on me too much, i dunno. anyways i have no plans on making this SoU compatible, sorry, i dont even own SoU, and havent played NWN or made content for it before the summer. i had a great run made some good friends but the game just wasnt for me, heck i played in a pen and paper dnd over the summer and had a blast. anyways to fix this to be SoU compatible will require just adjusting the 2da's more or less, the set file is all custom so that shouldnt give you any trouble same with itp.
Good Luck! and cya on corbantis galaxy if you are around!
Posted by Christopher ( ..xxx.xxx ) at 2003-10-09 06:06:00
Has anyone made any effort to make this SOU compatible? I combine a lot of custom content but have not taken on much in the way of tilesets. Merging "areag.ini" is about as far as I have done. I have read of some conflicts with Alleys + Galleons and SOU turf house.
Tried putting this tileset in with NA's DCforest and DCvillages and everything started going down hill. They share some tiles and they differ. Grrr this tileset ROCKS! hate to see it put aside.
Any input folks? Vilance are you on permanent hiatus from NWN?
Posted by Vilance ( ..xxx.xxx ) at 2003-08-27 12:36:00
doyle/josiah oh ok have taken a more or less permeanent hiatus at the moment, so i dont even own SOU... im guessing those tiles mentioned are in SOU. primary rules are not required at all. unless you want to specify a specific group of tiles in relation to another group.
Smolin, its vilance not vince, some tiles didnt transition well for city to rural on the elevation it is easy to just click an replace most of these. the blocky castle is a older constribution by bandicoot, i have had this tileset out so long removing it would kill the set file...so...feel free to remove it from the itp and the .mdl files but dont touch the set on it.
Arcane, i put no placables in this hak...i dont know whats up with that, i think you are talking about SOU content, this hak isnt SOU compatible.
Lamar thanks, umm in my update to this hak i didnt re-do all the wok's for all the grassy city tiles, as many have cobble objects in the middle and the task was too overwhelming.
sorry to take so long to respond i have pretty much retired for the moment so feel free to make a SOU compatible version or use DOA's
Posted by Lamar ( ..xxx.xxx ) at 2003-08-16 22:34:00
Hi Vilance, I think I speak for all when I say we really appreciate your work on combo sets. I do have one (and only one) real critique to give. On your CFR sets, all of them, It seems that the animated grass is missing on the ground tiles even though all ground tiles have been reskinned as rural. If you or anyone else knows a way to fix this please post it and let me know. If it's just a change in the .set I'll just do it myself.
Thanks for all the work :)
Posted by Arcane Spellweaver ( ..xxx.xxx ) at 2003-08-16 09:31:00
WOW this stuff is great but i just noticed several things in the placeables area have vanished, stuff that was added with the expansion, I really want to use this pak but I need those items is there a way i can fix this?
Posted by Smolin ( ..xxx.xxx ) at 2003-08-06 11:07:00
Hi Vince. Nice work here. A big tileset, but useful.
I did notice however that when placing City elevations next to rural elevations, some combinations result in missing faces and visible seams. The missing face occurs on the side of the city tile, perpendicular to the rural elevation face.
Also, the texture on the blocky castle tiles is, well, really bad. It looks like a grey shmear. I realize that it's not your work, but those models add a lot of bulk. My 2 cents: I'd consider pulling them. The other castle components seem sufficient.
Posted by Doyleyboy ( ..xxx.xxx ) at 2003-07-29 08:03:00
ok thats cool vilance, i can do it no worries, i just really dont like it. dont know about that primary rule thing but it dont seem like to much of a problem
Posted by Vilance ( ..xxx.xxx ) at 2003-07-25 09:28:00
doyle, that would be rather self defeating his CFR's is a scaled down version of mine, do you mean the 2 new tile groups? sorry, i am to busy at the moment, i would suggest looking thru the tut's adding 1 or even 4 tile groups isnt that bad :)
V
Posted by Doyleyboy ( ..xxx.xxx ) at 2003-07-25 06:23:00
vilance, are you planning on adding the tiles from the new DOA hak? i think their already designed to height 4 so i dont think any shrinking would be required
Posted by GhostBear_74 ( ..xxx.xxx ) at 2003-07-20 08:34:00
Hi.
Anyone experiencing problem walking around on top of the Wall Gate tile? Specificly the left/east side of the Wall Gate tile (the wallgate of the custom 1 set). I can walk thru to the side with the gate but i can't walk back the way i came.
Posted by Lendraste ( ..xxx.xxx ) at 2003-07-09 05:51:00
Is someone experiencing some problems to enter an area made with this tileset? I've got a strange issue. My client crashes during the loading of the area when I'm connected to an online module using the tileset (via DSL connection). It works perfectly on a LAN. Some ideas?
In addition, is Vilance (or someone else) can answer the last question I've put above ? :)