-- The TNO City is currently being reworked with lots of new content by me and s030363l --
Two city reskins that hopefully should be of use to somebody other than myself - one purely in the TNO style, and the other a winter one that mostly uses edited versions of the TNO textures. They, for me, spark some degree of new life into the city tileset that seems so dead after the sheer amazingness of the TNO tilesets was first seen.
WINTER CITY TILESET
The 'City: Ber'Kalen' tileset I'm using in a module that I'm working on.
I'm using an overriding version myself, but I've made this a seperate tileset - so quite a few of the textures are in lower quality than they would normally be, and for some reason the water has messed up (though turning shiny water on rectifies this).
The textures are mostly from TNO, and
I've just edited a few to make them more snowy.
UPDATE: 31/05/07 I've now reskinned the evil castle, replaced the tree textures with different ones, and made the wall textures less... green.
UPDATE: 2/06/07 Now I've uploaded a version that overwrites the standard city tileset - which doesn't have the lack of edge tiles or the buggy water of the standalone version.
UPDATE: 30/07/07 *Almost* ALL major bugs fixed in a_berkalencity. The grassy edge on the Construction tile is still an issue, though in my opinion quite a minor one.
Fixed in this update:
- Edge tiles
- Water
- Low texture quality on some textures
- Duplicate textures
- A few 'green' wall textures that evaded me in the last update
[i]Edit: Unfortunately a few textures seem to have got lost... I'd advise against downloading the update until this has been fixed.[/i]
TNO CITY TILESET
Due to problems with the latest update of my Winter City, I've converted the 'City Exterior: TNO' tileset into a simple overwriting reskin - meaning you can't use the default city tileset, but frankly who wants to anyway?
Thanks to Nissa_Red for the idea, and of course to DLA for their amazing textures.
There's a little bit more information in my most recent post in the forum link.
UPDATE 14/08/07 - Removed alpha channel on tcn01_dir01t that caused holes in texture.
- Added textures for Evil Castle terrain, it's now a rusty iron-grey.
- tcn01_cbgr101 now uses the main ground texture.
- tcn01_cbgr102 now uses the sorta fading ground/grass texture.
THE FINAL WORD...
Whenever I get time, I'll make a hak to change the sounds for walking over the terrain. But for now all the bugs with the TBK01 set will remain - they're fairly obvious so I've seen no need to document them.
Oh, and the TNO city is compatible with the full version of the winter one only - since the overwriting haks use the same set as a base.
I'll be adding screenshots of the TNO city reskin as soon as I take some.
Six_-
just a curious question on this tilest. do you have any future plans to continue on this, of course if given the time if possible? those wall sections you planned on releasing almost ayear ago now look quite promising!
Posted by Valnazar at 2008-07-22 22:04:11 Voted 10.00 on 07/22/08
Six can you PLEASE check your mail...you know under Nargol, couse im realy getting frustrated. Oh once again excelent work - 10.00 from me
Posted by _six_six_six_ at 2008-05-28 10:20:39 Voted 9.75 on 06/07/07
Posted by Thales Darkshine at 2008-04-18 22:42:46 Voted 9.25 on 04/18/08
This reskin gives the city tileset a much more midevil look and feel to it. I did notice that there is not texture on the front side of the sails on the original ships (the little 2x1 ones)
Posted by _six_six_six_ at 2007-12-11 14:29:07 Voted 9.75 on 06/07/07
zsola007 - Thanks for the comment and vote, try looking for the CC City Exterior - it's still in beta but it is a much updated version with a lot more stuff in it. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by zsola007 at 2007-11-30 14:41:12 Voted 9.00 on 11/30/07
Thx this great tileset. Looks really good.
Maybe a little update? :)
I've found some bugs int the Groups section. The 1. 4 ships not good in the list.
Posted by _six_six_six_ at 2007-08-18 05:24:56 Voted 9.75 on 06/07/07
Thanks both of you!
The next update will be adding the City Walls terrain type and a couple of TNO buildings. Maybe in future I'll see about adding TNO castles too.
Posted by Nissa_Red at 2007-08-18 02:54:08 Voted 10.00 on 07/31/07
Just wanted to mention that I'm still eagerly following your progress, and really appreciate what you've come up with so far. It is not yet perfect, but really coming close to what I imagined it could be. Your efforts are appreciated, thank you :)
Once you're through with your retexturing, I'm willing to help you with the footstep sounds switch for the Winter reskin of your tileset, if you needed/wanted any assistance at that time that is (probably not before next week end though).
I will keep checking back. Please keep the great work up, and be well.
Posted by s030363l at 2007-08-17 14:55:19 Voted 10.00 on 08/17/07
I have been playing around with the new TNO reskin update and you've made some great improvements I love the TNO textures you have done a commendable job on this I really appreciate the hard work.
Posted by _six_six_six_ at 2007-08-12 07:16:50 Voted 9.75 on 06/07/07
"It also looks like you have two different grass textures."
That's because I'm using both the City and Rural TNO textures for the grass. I've posted in the CTP forums regarding this (click the forum link on this page). _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by s030363l at 2007-08-11 19:43:37 Voted 10.00 on 08/17/07
I know time is always a factor as I found out with the Barbaric North tileset. I also ran into a few of these problems myself working on that set. If you want I can probably squeeze in these adjusts for you and shoot them to you for your approval and you can then post them.
Posted by _six_six_six_ at 2007-08-11 19:08:24 Voted 9.75 on 06/07/07
As I said, the TNO reskin was intended to ues the edited models from TBK01. I have updated versions of a couple which fix the purple dirt error you mentioned (among others) lying on my harddrive.
And I do know about the interference with the Rural set - but frankly I've seen very few modules that make use of the City buildings in the Rural tileset, so I don't think it's a massive issue.
Posted by s030363l at 2007-08-11 18:55:37 Voted 10.00 on 08/17/07
Damm it I forgot to mention that the destroyed building ground texture which should be ash is purple I believe you can correct this by diffusing that texture from 1 to 0.588 as I believe that is what they are diffused at in the TNO set. This will darken it up and make it apear more gray I think not quite sure. _________________________ [Barbaric North Tileset] [CC City Exterior Tileset] [A New Custom Content Site|The Brotherhood of the Realm]
Posted by s030363l at 2007-08-11 18:50:49 Voted 10.00 on 08/17/07
Posted by _six_six_six_ at 2007-08-01 02:44:27 Voted 9.75 on 06/07/07
Heh, thanks.
But a note to anyone downloading now... I've found some bugs in the update. Big bugs.
Basically some building tiles have come up blank and an error with a tower tile. Apparently a side effect of mass replacing, since these bugs obviously aren't present in standard Bioware models. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by Nissa_Red at 2007-07-31 11:56:00 Voted 10.00 on 07/31/07
After the release of TNO, I thought that never again I could use the standard Bioware city exterior tileset "as is". There was just too much of a gaping texture contrast between them.
Thanks to your upcoming contribution, I not only feel that the original tileset could still be of use to me, but I now also got the snowy version of it.
Can you say cool ? I can, and I want to thank you for that.
Posted by _six_six_six_ at 2007-07-17 13:13:53 Voted 9.75 on 06/07/07
Thanks for all the feedback, folks. Just one comment to make, really...
Estelindis:
The market tiles, as an example were intended to have snow on it, but due to the way it's lit it doesn't show up. I'm too busy to change that right now, although I'd suggest maybe putting snow drift placeables along the edge of some tiles to cover it up.
The tileset is in essence a reskin, so there'd be no real point in messing about with the models trying to get everything snowy. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by Estelindis at 2007-07-13 08:48:36 Voted 9.50 on 07/13/07
Very nice! I love the colour scheme you've chosen, it's properly wintery. Just one reservation: a couple of the tiles look like they should at least have snow at the edges - for instance, the market tiles. Otherwise great. :o) _________________________ KotOR Heads FR Deity and Faction Cloaks Fall-from-Grace Soundset
Posted by mondego at 2007-07-06 08:32:42 Voted 10.00 on 07/06/07
Great reskin, and very good tileset!
Posted by _six_six_six_ at 2007-06-07 13:33:42 Voted 9.75 on 06/07/07
I'd just like to say that I'm not actually voting for myself here - what I'm voting is an average of two non vault members' votes for the tileset: 9.5 and 10. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset
Posted by Graymaster at 2007-05-20 17:36:37 Voted 10.00 on 05/20/07
Excellent and overdue. Thanks for doing your part to keep the real NWN alive, active and kicking a..! Best wishes.
Posted by _six_six_six_ at 2007-05-16 10:44:07 Voted 9.75 on 06/07/07
Posted by DM Mask at 2007-05-14 14:06:05 Voted 9.00
* Bug
1. Grass in the construction tile.
2. Lack of edge tiles
* Overlook
1. Evil castle didn't get a reskin.
You should sign up however, its posted in the Non-CTP work section of the Community Tileset Project forums. DLA and PRC also use the same forums. _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.