This will give the ability for the mod builder to use seasons. The neat thing about it is, since it's the same tileset retexured four times you can make the area how you want it. then with an ITP editer you can make
the same area in a different season with every tile in the same spot. More on that later.
This is unfinished, in that there are no loadscreens for it. Also the mini map is not done.
There are a lot more things I will be adding soon but I just wanted to get it out there and gets some feedback. Please let me know what you think, what you like, what you don't like and what you think I should add next. Also any error you find.
How to make an exact copy of an area in a different
season.
1)Make your area how you want it. Will call it "Forest Spring"
2)Right click on the "Forest Spring", select creat copy
3)In the "Resource Name" field, name it what you want, will call
it "Forest Summer".
4)Right click on the new area "Forest Summer" select properties
now change the name field in there. Will call it "Forest Summer".
Push OK.
5)Now right click on "Forest Spring" select view.
6)do not close the tool set!
7)In your nwn module temp0 folder default location is
C:\NeverwinterNights\NWN\modules\temp0
8)find the file called
"ForestSummer.are" or whatever you put in the "Resource Name" field in step 3
9)now using whatever ITP editor you have, there are a few on the vault.
open the file.
10)there is an entry called ResResTileset=
it should be 2nd to last
11)asuming you started with spring it will say ResResTileset= jefb
change it to
Note:Case sensitive:
"jefb" for Spring
"jefS" for Summer must be a capital "S" this is the only capital
"jeff" for Fall
"jefw" for Winter
12)Save the file
13)Back to the toolset which should have stayed open through all of this
14)Save the module in the toolset
15)Reopen the module your new area should be layed out the same but in
its new season
Posted by mondego at 2009-04-17 10:06:54 Voted 10.00 on 04/17/09
nice work
Posted by Remir Arnom at 2007-10-30 17:35:34 Voted 9.75
Sorry to hear about your computer, but also glad to hear that there might be some work on this tileset in the future! Huzzah! _________________________ "Inconceivable!"
"That word... I do not think it means what you think it means."
My computer died and I lost about a months worth of work. I got a new comp and I just started looking at where I was. It will take me some time to start working because I lost all my notes.
All I have is what on the vault. Learned my lesson the hard way back your work up! First things first I will see what I can do about the access violation error.
Posted by Remir Arnom at 2007-05-31 11:48:46 Voted 9.75
Argh, I guess not? Nurts! _________________________ "Inconceivable!"
"That word... I do not think it means what you think it means."
Posted by Remir Arnom at 2007-02-21 12:16:57 Voted 9.75
I'm having the same access violation error as bloodsong... Just checking in to see if there's any news on these getting fix-ed or anything. _________________________ "Inconceivable!"
"That word... I do not think it means what you think it means."
Posted by Emiru Onoe at 2007-02-09 00:00:10 Voted 10.00 on 02/09/07
Wow! Great work. I really love these tilesets!
Posted by Dirgesinger at 2006-08-08 23:21:19 Voted 10.00 on 08/08/06
*Hopes for an update soon..* :) _________________________ Aspiring author; NWN builder and DM.
"Sethal's Progeny: Wisdom of Wyrms" now on the Vault in closed beta! Link
Posted by bloodsong at 2006-07-02 06:55:13 Voted 9.50 on 06/04/06
oh blast, i just thought of something. the access violation errors actually seem to occur when closing one area and opening another. ie: if i go from viewing one are to viewing another. or from viewing an area and creating a new one. if i just open the module and am not viewing an area, i can view/create fine. also, if i go from viewing one with your tilesets (im working in spring so far) to a 'normal' tileset area, then to the spring tileset, im fine.
Posted by bloodsong at 2006-07-02 06:51:20 Voted 9.50 on 06/04/06
heyas; it all sounds very cool, narph :) i can't wait! do you feel my adoring fan vibes making you want to work faster?? ;D
possibly gonna do some loadscreen work today (if today doesn't continue to suck on every project i try...). one more area to do on my mythical forest, then i can start that.
Nizeil
Thank you for voting and the kind word and yes I would love to see this used.
bloodsong
I have a lot of plans for adding onto this tile set. First I would like to complete what I think of as the natural part with includes campsites, ruins, bridges. Things like
that, basis. I see the ships as part of that. Like a ship
sailing up a river in a forest. I guess it's the natural/adventuring part. Not to mention I was getting a little tired of rocks and trees.
Then I will move onto optional add on like a rural and a
city one. I might get around to making the ships a stand alone hak or a add on to a standard tile set but not a priority. Unless some wants it for something there making I would be happy to do it then.
I will look into the missing textures. Access violation errors I have had a few to but I thought the where just when I did something wrong when I was makin the set file Or sometimes when I change seasons. I will look into it. Right now it over my head though. I will look on the forums.
Thank you bloodsong!!!
Posted by bloodsong at 2006-06-28 16:42:26 Voted 9.50 on 06/04/06
oh yes, adoring fans are a great motivation :)
i'm a little ambivalent about the ship tiles -- i mean, they are HELLA cool, and all thos animations that you put in are really stunning. but the ships at sea sorta don't go with the forest idea. at least in my mind. you might also think of packaging those separately as their own tileset. i'm sure a lot of people would love 'em :)
i found a possible bug... i made a new module with just the summer tileset. there seem to be some textures missing. on the dla cliff opening (the one with the waterfall in front of it), there's a chunk of rock in the back of the 'door' that has no texture. also on some of the cliffside trees, there are patches of white instead of foliage. and on one edge of a raised terrain there was plain white instead of the grass fringe. i'm going to guess that the textures referenced for those tiles might be in one of the other haks? and the tilesets are sharing textures? i'm not sure. but could be a problem.
also i have to note, when working with these tilesets, i get the toolset throwing me a lot of access violation errors. not sure why that is, it might be the set file or something strange and esoteric in it.
i don't have any trouble building with the tiles, or with them displaying or anything, but it seems when i create a new area (especially if it is large), or when i change views to a different area.
don't know what to tell you, but maybe ask some other tileset builders if they know what might be up with that.
oh yes, loadscreens! i kinda got distracted with other things...! but i haven't forgotten about ya :)
Posted by Nizeil at 2006-06-20 11:23:00 Voted 9.00 on 06/20/06
Very nice pack! I hope someone will make module/map what uses this pack. _________________________ It's not important what you achieve in your life. What is important is that what you leave behind when you die.
bloodsong
I would love it if you would make some loadscreens.
I have been learning for about a year. I started working on this last christmas. I have to say though, since I put it up and people seem to like it, it has motivated me. I did the all the ships in a few days or about 20 hours but I had never delt with tile animations
before so I had to figure that out and I am sorry about not making the square deep water walkable. I forgot I will put it in in my next update which will be this weekend. About the tunnels will see, I have a lot of stuff that I think will be more usefull. At least before tunnels. Thank you for your Input don't hesitate to post.
Anonymous
Yes, the Sinking ships are walkable.
Posted by Anonymous ( 88.108.xxx.xxx ) at 2006-06-14 13:04:03
very cool.. stuff with the ship updates... this tileset is shaping up nicely! I just have one question... are the sinking ships walkable?
I added a few more features to some of the ships. I will probably do it to the rest but will see. Also I took some of the ships and made sinking versions of them.
Ships
1)Galleon 1
Animation loop 1 will raise and lower sails. When off the sails will be folded.
Animation loop 2 controls several particle emitters that are meant to emulate waves crashing and splashing against the side of the ship, in order to hopefully give the impression that the ship is moving.
Animation loop 3 This will raise and lower the anchor.
2)Galleon 1 Sinking
No Animations If a both animations one and two are off, it will give the look of a storm damaged ship.
Animation loop 1 If one is on the sails will be unfolded.
Animation loop 2 If two is on the sails will be folded. Note two in this case overides one.
3)Galleon 2
Same as "Galleon 1"
4)Galleon 2 Sinking
Same as "Galleon 1 Sinking" exept Animation three.
Animation loop 3 This will raise and lower the anker.
5)Carrack
Same as "Galleon 1"
6)Carrack Sinking
Same as Galleon 2 Sinking
7)Caravel
Same as Galleon 1
8)Merchant Ship "From Pirates of the sword Coast"
Animation loop 1 None for now
Animation loop 2 Gives the look of moving
9)Weathered Ship "From Pirates of the sword Cost"
Same as Merchant Ship
10)Ship "Original standerd ship"
Same as Merchant Ship
11)Cog "This was a placable in the CEP, I gave it a walkmesh"
Same as Merchant Ship
12)Long Boat
Animation loop 1 will raise and lower the sails. When off the sails will be folded.
Animation loop 2 controls several particle emitters that are meant to emulate waves crashing and splashing against the side of the ship, in order to hopefully give the impression that the ship is moving.
Animation loop 3 When Off there will be oars around the ship.
13) Five small boats on walkable
Posted by bloodsong at 2006-06-08 05:31:33 Voted 9.50 on 06/04/06
oh! okay, i got the stream to go down the cliff into WATER tiles, just not to go down by itself across the forest floor. it goes down into rocky shallows, too.
the rocky shallows dont go over a cliff into deep water, either (which would be cool, but not a dire necessity).
so that's good. there's a trick to the order you do waterfalls in, and i usually go from the top down, so i'm not doing it right. :) but now i know!
Posted by bloodsong at 2006-06-08 05:17:23 Voted 9.50 on 06/04/06
hey, cool!
narph, i only got the stream to go down the cliff at the edge of the map, where the cliff is cut off. it won't go down the cliff levels to the forest floor. that's not the usual behavior for the stream over the cliffs, so some people might be put off by this. for now, i can work around it.
and i meant i would make some loadscreens for you, since i dont have anything else useful i can do to help ;)
while i'm here, and this is just an idea you can think about... i also think the doa city/rural tunnels are very cool features. ;)
how long did it take you to do all this stuff and get it to this point? i'm truly impressed with the work and very grateful that you have done it (and are still doing it!). i dont mean to seem i'm trying to demand you do stuff i want. it's great the way it is. i just like to toss out ideas here and there. :) it's my brain's fault.
oh, and you know that deep water with the wok mesh i mentioned? you know, its only the plain square water tile. i could probably find it and extract it for you from the tileset i have, and it should be no trick for you to just replace yours with it. if you wanted to.
Posted by bloodsong at 2006-06-06 14:41:08 Voted 9.50 on 06/04/06
hi again, narph. just a note: i'm not getting the streams to go up to, nor go over, the raised terrain. i get the deep water and the shallow river to go over (in combos at least), but not the regular stream.
no loadscreens yet ;)
I would like to extend great thanks to all of you that took the time to post. The votes really mean a lot. Thank you.
Some of the thing that should be coming up soon are
1)As many errors as I can squash
2)All the ships and boats I can find
3)campsites and tents
4)marshes
5)a lot more, just not sure on the order
DeathFace
Thank you for posting.
Remir Arnom
Thank you for voting. It means alot to me. Please let me know if you use this in your mod I would love to play it. On the topic of more features, yes, Right now i'm adding more natural terrain like marshes. Than my focus will turn to a
ruin add on featuring almost every ruin I can find on the vualt and maybe some of my own if I can get them right. Then will come some rural and city add ons.
Dirgesinger
Thank you for the kind words I am glad you can find a use for it let me know if you do use it I would love to see it in action so to speek. Looking foward to hearing more from you.
Mspytkowski
Yes I agree with you there is a lot of all those things you mentioned needed. I am trying but I am not a expert modeler this is my first project. also I am doing this on my own at the moment. On the snow being to bright it should be the same as the standard rural winter. If any one else find the snow to bright let me now. On smoothing, I'm working on that now.
Drakken_Raed
Thank you For voting.
Okto
Thanks for posting . Those texures that are missing from the Summer hak It will be fixed when I update soon. Thank you for reporting it. The vote is also appreciated very much.
Elanthil01
Thank you for your kind words. It's nice to know people like this, I have put many many hours into it.
fkirenicus
Your thoughts are most welcome. Also thank you for voting.
After you've tryed it, please if you have any thing to say don't hesitate to post.
Leanthar
Thank you for voting. I'm working on it, is all I can say.
'ol FP
Good question. Somone correct me if I'm wrong It was I while ago that I used tilemagic. You could but tilmagig doesn't change the walk mesh so if you tried to go to winter it wouldn't sound like you where walking on snow
and the tile thats there doesn't go away it just puts the image of the tile you chose. I think I could be wrong.
bloodsong
Yes I did this all by my self. Many Many hours. As for a base tileset I didn't really have one, I just started with an empty set file but I took a lot of this from many tilesets changed things here and there and some I just made. That reminds me I need to make a list of sources. But to name a few are the standard Forest, Dla Canopies, fullforestbase, a few winter tilesets for some of the textures ext. Thank you for voting!
Chilibaby
Your request is in the works, at least over deep water. Then over any thing else you wouldn't be able to walk under. So I think I'm going to use a door transition for going under the bridge. Thank you.
virusman
Thanks
bloodsong
Your second post is very thorough, thank you
1: could you use the deep water tiles that have walkmeshes? (or put them in under there?) we use those to teleport people into the deep water for "swimming."
What tileset are you talking about? just curious. Yes I could put them in for you. I'm not sure every one would want them but if it would help you in something your making I will make an overriding hak for you. Just let me know. Oh and what would you want the walk mesh to be? Shallow water I assume.
2: i think the 'river' water should be deeper -- at least as deep as the streams. helps put fish in 'em. (er, whenever i get around to making fish.)
I think you have a good Idea. Maybe I will make another water type that a little deeper. I have had my eye on adding yummies water type.
3: winter: the cliff stairs and the bridges and such... i think the snow on these things should be more windswept, and not so solid white. more like the log bridge.
It would probably look better that way. But I am not sure it is within my skill at this time but I will put it on my list of things to do.
4: maybe there could be alternate water/streams for the winter tileset that are frozen over? not default, but you'd have to change them by hand. that'd be cool.
Yes, I have toyed with that Idea. You talked me into it. I will see what I can cook up.
5: if you copy the rocky-bottom river and make it sandy instead, you'll be on your way to beaches! maybe some sand terrain tiles between the sandy river and the grass/forest. ;)
Sand Is another thing I will be adding.
6: you're probably going to divide the 1x3 bridges into sections, right? that'd be cool, too :)
I can't becuase they have slopes and the would not look right. I would have to make different sections. Maybe I will but not right now.
7: okay, this is just me babbling on. the cliffs merging with the raised ground (like the dla cliffs do in the doa builder base) would be sweet.
Yes I agree completly the raised forest needs to be able to merge with the cliffs. On its way.
8: i'm also rather partial to the rural tileset impassable trees. i like those for edging, making mazes, and hidden thickets. something like that would be cool.
I had not planned on it but I will consider it.
errors:
1: the root end of the fallen log bridge has texture flicker where it meets the ground. you probably knew that. :)
No I did not know about it I will take a look and see what I can do. There are probably alot of little thing I have missed and I apreciate you or anybody pointing them out. Thanks again bloodsong.
Posted by bloodsong at 2006-06-04 10:22:36 Voted 9.50 on 06/04/06
okay, i am SO happy! i LOVE this!
now some comments and suggestions---
1: could you use the deep water tiles that have walkmeshes? (or put them in under there?) we use those to teleport people into the deep water for "swimming."
2: i think the 'river' water should be deeper -- at least as deep as the streams. helps put fish in 'em. (er, whenever i get around to making fish.)
3: winter: the cliff stairs and the bridges and such... i think the snow on these things should be more windswept, and not so solid white. more like the log bridge.
4: maybe there could be alternate water/streams for the winter tileset that are frozen over? not default, but you'd have to change them by hand. that'd be cool.
5: if you copy the rocky-bottom river and make it sandy instead, you'll be on your way to beaches! maybe some sand terrain tiles between the sandy river and the grass/forest. ;)
6: you're probably going to divide the 1x3 bridges into sections, right? that'd be cool, too :)
7: okay, this is just me babbling on. the cliffs merging with the raised ground (like the dla cliffs do in the doa builder base) would be sweet.
8: i'm also rather partial to the rural tileset impassable trees. i like those for edging, making mazes, and hidden thickets. something like that would be cool.
errors:
1: the root end of the fallen log bridge has texture flicker where it meets the ground. you probably knew that. :)
these are so good, now i'll have to rebuild my 26-area forest in my pw. :) thanks a ton, narph!
Posted by chillibaby at 2006-06-04 09:50:23 Voted 9.50 on 06/04/06
sorry wasn't logged in the first time and wanted to give you my vote. :)
Posted by Chilibaby ( 74.134.xxx.xxx ) at 2006-06-04 09:49:03
I really like this hak excelent tilesets would like to see a bridge for the cliffs since they are walkable like suspension or fallen log!
Posted by bloodsong at 2006-06-04 09:09:09 Voted 9.50 on 06/04/06
all right! been on my wishlist forever. were you doing this all by yourself?! btw, what tileset(s) were you using for a base? (i'm partial to doa's city/rural builder base, but mainly for the beaches. ;) i also use jxp's foothills and mountains.)
Can one use tilemagic instead with this to change the tiles on the fly via scripting?
Posted by Leanthar at 2006-06-04 07:06:49 Voted 10.00 on 06/04/06
Great idea and excellent start. I look foward to seeing this completed. _________________________ Leanthar
The World of Layonara Link
Posted by fkirenicus at 2006-06-04 02:34:22 Voted 10.00 on 06/04/06
At last someone took upon them to do this, daunting as the task may be.
I haven't tried it as yet, but for your efforts and as an incentive to go on - a pure 10. :-) _________________________ best regards,
fk
This is an amazing way to change seasons, and far more elegant than using a script to try and simulate seasons through adding and removing placeables (which is laggy business on a pw server).