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NWN HAKPAKS

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Title  Complete Rural/City v0.985
Author  Armor Darks
Submitted / Updated  05-19-2008 / 07-11-2010
Category  Combos - Tilesets
Expansions  HOTU-1.69
Description
Massive 2300+ tileset. With it you can easily build rural, city, external and interior castle areas by using only one hak.

Features:
- Improved NoCobble CRF based on DOA v1.40 by Zeon
DOA City/Rural 2.1 + LOK XP1&2 + CCS v0.346b (by Zeon)
Improved Gentle hills w/Road (by Zeon)
New Walls with texture of CCS that flexible to use (by Zeon)
PureHak Rural by Elmer
+ some other stuff, merged by Zeon (see his tileset description for more information)

- More then 100 new tiles, imported from Stilgar CCS v0.478 (by me)
- 63 new rural tiles, based on imported from CCS v0.478 tiles (by me). Those one include grassed tiles from "houses" and "features" groups.
- Edited ambient and diffuse light in CCS tiles (by me). Now all have same parameters =)
- All CCS tiles now use cobble texture from standard City tileset (by me)
- edited some tile to fit new CCS textures (by me)
- Imported textures from CCS v0.478 (by me)
- 2 new doors from CCS v0.478 (by me)

- City buildings terrain, covered with grass (by me)
- City Alleys, that works with new grassed city buildings terrein (by me)
- Cliff stairs and chasm stairs from bioware forest tileset (retextured) (In hak used version from Tom_Banjo's Forest Expansion)
- Some new raised terrain edges

- Grass placeable (author unknown), edited by me to fit properly tile (has bigger edges) and lowered to ground
- Grass placeable (author unknown), standart tile size, lowered to ground by me
- Grass and cobble gradient patches (by Peter Poe)

- City Bridge by Michael_DarkAngel

- Ruins tileset by Racerblue&Coulisfu&Boromir01 + some edge fixes + converted textures
- Roman Temple by GrassMaster
- RuinCastle by daemogorgon

- DLA Trees

- Airships by Some_ux

- Galleons by Schazzwozzer
- Caravels by Some_ux
- Longships by Some_ux
- Carracks by Some_ux&batinthehat NOTE: When pasting the Docked versions in the Toolset, make sure there already exists a dock or a road terrain crosser adjacent to the Ship
- Small boats by mobyksu
- Ship placeables by Vallias

- Cobble edges as groups. You can find it in City - Cobble Edge...

- Special tile "Road - end" that can be used with CCS gates to fit it properly. Can be found in Rural- Road - end
- Wood wall (wall 2) can be connected to cliff terrain (mdl from Tom_Banjo's Forest Expansion)

- Covered bridge (remodeled and fixed by Michael_DarkAngel) (I have made some changes in it's set-file, so now won't be any troubles with edge tiles)
(original can be found here)
- Stone bridge by Gribo (set-file was remade)

- Fort from tileset by Xerx. In hak used version from Tom_Banjo's Forest Expansion

- Special Continuer crosser for cobble. After that crosser all titles that are below edges of the map will become into cobble one. See screenshot from v0.985 if you don't know how to use it properly

Compatibility notes
This hak can be used Instead of DOA City/Rural 2.1 + LOK XP1&2. If your areas was build with DOA City/Rural 2.1 + LOK XP1&2, just remove it and add instead of it CompleteRC.hak. Thanx to virusman all should work properly

Haks order:
Top - Hotfixes
Middle - Addons
Bottom - core hak
In this moment:
CompleteRC.hak

Known bug
There is one bug with shadows of "hills" terrain. It can't be seen in toolset, but if you'll look at location with "hill" terrain in game, you'll see strange "shadow traces". They appear not always. Just run a bit around and probably you'll see anomaly shadows.
Here are screens with bug:
Link
Link
Unfortunately I don't know how to fix it. Guys from CTP said that bug caused by too complex mesh.
For this moment there is only few solutions - don't use hill terrain or switch off shadow.
Also, you can use optional simpler hills replacement pack.

Optional haks
simpler hills replacement pack
As I said above, original hills from Complete Rural\City, that were made by Zeon, causing shadow bugs.
Zeon's hills much more realistic, more natural, they looks much better then Wayland Hills, they have advanced tiles for road, so you can place road anywhere on Zeon hills and it would look very well. However not all people like bug which they causing. And I'm not exception. I don't like those shadows bugs at all.
Thus, there is people that don't care about such bugs and prefer to use more advanced hills such as Zeon's.
So, some compromise were needed to solve that problem. In result I've made optional simpler hills replacement pack.
It's very simple hak - it contain Wayland Hills and will override current hills in core CompleteRC hak. It DOESN NOT affect set file at all - only mdls and woks.
Yes, they are not so fantastic as Zeons, especially when things comes to road + hills, but instead they don't have that annoying bug with shadows.
HOWEVER there is one trouble with that replacement:
it will replace only first variation of each hills tiles.
Example: all Zeons Hills tiles have a few variation (around 3 or 4 edges, for example). But this replacement will replace only first variations and won't cut other variations. However, Waylandhills have completely other model and they won't fit Zeons Hills - if you place Waylandhill and Zeon Hill close to each other you'll see white space because Zeons hills a bit higher.
That means 2 facts:
1. after applying that replace you'll have to change each hills tile to it's first variant manually
2. Waylandhills have different shape from Zeon's hills, so you'll have to change high of placeable that were placed on hills.
All that means that you'll have to choose what type of hills will you use - original, or simpler, and all players will be forced to use same type of hills too.
Why so complicated?
I didn't want to touch set file. In result that optional pack will be always compatible with core hak
and if core hak will be updated, that optional hak won't require update.
Installation:
Just put CompleteRCshr.hak above CompleteRC.hak

Changelog:
Optional hak
- Added simpler hills replacement pack as optional hak
v0.985 (recompilation)
- All previous haks merged into one CompleteRC.hak
- Added special crosser (Terrain - Continuer Cobble). That crosser must be placed at the end of map at edges of cobble, raised cobble, water. After that crosser all titles that are below edges of the map will become into cobble one. See screenshot from v0.985 if you don't know how to use it properly.
v0.984h (hotfix)
- Alley MDLs that was used with Building Grass terrain was bugged and crashed toolset. Fixed
- Building Grass Alley didn't have edge mdl. Fixed
v0.984 (add-on)
- Fort and some fort wall tiles from Tom_Banjo's Forest Expansion was added + retextured + 3d grass added (Terrain - Fort) (Rural - Guard Post) (Rural - Wall 2 Guard Shack) (in wall 2 crosser tower was added)
- Cliff and chasm stairs from original Bioware's forest was added + retextured (in hak was used version from Tom_Banjo's Forest Expansion) (Rural - Cliff stairs) (Rural - Chasm...)
- New raised terrain cliff was added (see screenshot). Just use erase tool on raised terrain edge to find it
- Now wall 2 crosser can be connected to cliff terrain. Mdl imported from Tom_Banjo's Forest Expansion + retextured with rural's standard textures
- raised terrain - buildings edge was fixed
v0.983h (hotfix)
- Color of the wall in tw010_u06_05 was wrong. Fixed
v0.983 (small add-on)
- Covered bridge added (all thanx to Michael_DarkAngel for fixings and remodeling for DOA cliffs) (I have added two crossers instead one to avoid bug with edge tiles)
(Terrain - Water Covered Bridge)
- Stone bridge (set-file completely remade - now it is much easier to use it) (Terrain - Water Stone Bridge)
- Special tile "Road - end" that can be used with CCS gates to fit it properly (Rural- Road - end)
- DOA Field edges was fixed (that bug was in original DOA tileset. Strange that nobody fixed it before)
- tw010_a01_90 and tw010_a01_99 was deleted from set-file, 'cause it was same as main cobble tile
(if you will use it add-on with locations, that was made before this change - you will see empty tiles in places, where have to be old cobble. Don't panic - use ctrl+c on any existing tile and then ctrl+v on all empty tiles)
v0.982
- Added cobble edges as groups
- Now hak compatible with 1.69 patch
- Set file have been remade by virusman. Some things was corrected and now it fully compatible with DOA DOA City/Rural 2.1 + LOK XP1&2 (see compatibility notes for more info)
- Version 0.982 is NOT compatible with 0.98. Sorry for that, but it is better to fix it now than deal with bugs in future
v0.98
- Added ships
- Imported ruins tileset
- Added Roman Temple
- Added RuinCastle
- Added DLA Trees tiles
- Included City Bridge crosser
- All models cleaned by Clean Models 3.1
v0.9
- tileset have been renamed to "Complete Rural/City" (completerc.hak)
- Added terrain "Building grass" - city building tiles covered with grass + 3d grass
- Now crosser "Alley" can be used with terrain "Building grass"
- Added tiles from CCS "Features" with grass + 3d grass (wells, monuments and platforms). I didn't added covered with grass archways, roofs and bridge, 'couse they don't have overrideable by placeable "grass_extended" walkmesh, so those placeable can be used to make it covered with grass. This measure will save a bit space in hak
- All CCS houses, covered with grass, now have 3d grass
- Some mdls and woks have been renamed to prevent possibility of errors occurring
- Version 0.9 is NOT compatible with 0.8
v0.8
Basic version

Made for Axistown.ru PW

Please, report about bugs and so on, I will fix them as soon as possible.

if you want to see in this hak useful tile\placeable - just ask me about it =) But remember - I can add it or edit, but no create.

Thanks to Helvene, lord rosenkrantz and virusman for additional help
Thanks to Saduj for helping in finding of useful content for hak

Sorry for my really poor english. Thanx for attention.

Files

NameTypeSizeDownloads
CompleteRCv0985.part01.rarCompleteRCv0985.part01.rar
Submitted: 05-19-2008 / Last Updated: 07-08-2009
rar17Mb3336
part 1 of rar with hak, erfs, screenshots and readme
Optional_Simpler_Hills_Replacement.rarOptional_Simpler_Hills_Replacement.rar
Submitted: 05-19-2008 / Last Updated: 07-11-2010
rar458.74Kb517
Optional hills replacement pack
For more info see description above
CompleteRCv0985.part02.rarCompleteRCv0985.part02.rar
Submitted: 05-19-2008 / Last Updated: 07-08-2009
rar15.2Mb3167
part 2 of rar with hak, erfs, screenshots and readme
SCORE OUT OF 10
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SCREENS

v0.8 - Toolset overview


v0.8 - Toolset overview


v0.8 - Toolset overview


v0.8 - Toolset overview


v0.8 - Toolset overview


v0.8 - ingame screenshot


v0.8 - ingame screenshot


v0.8 - ingame screenshot


v0.9 - Grassed CCS houses


v0.9 - ingame screenshot


v0.9 - ingame screenshot


v0.9 - Toolset overview


v0.9 - Toolset overview


v0.9 - Toolset overview


v098 Toolset Overview - ruins


v0982 Toolset Overview - cobble edges by DOA as groups


v0983 Toolset Overview - road - end tile


v0983 Toolset Overview - stone and covered bridge


v0984 Toolset Overview - fort


v0984 ingame screen - new raised terrein edge


v0984 ingame screen - cliff and chasm stairs


v0984 Toolset Overview - wall 2 connected to cliff


v0985 - quickly made guide how to use continuer


Optional simpler hills replacement - Toolset Overview





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Comments (30):

1 2 3

Posted by Skunkeen at on07/23/10
great set! if possible could you add walkable water and farming fields from midgard? the water can be used to transform the player into a ship for sailing.

Posted by Armor at on05/25/10
Simpler hills replacement pack was released _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1

Posted by Armor at on05/25/10
thanx =) about shadows bug If you are talking about bugged hills shadows - unfortunately no I've contacted CTP team and they said that it can't be fixed. They caused by to complex geometry of Zeons Hills. Yes, they looks very well and smooth, but at same time they makes any shadows that casted on them bugged. There is few solutions - replace hills with less complex hills, or disable shadows in area. _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1

Posted by Nexuss_Girl at 15:56:22    Voted10.00
Since the original work, created by Zeon, I have found this tileset to be a wonderful addition! I love the reworking of it, and it just all looks fabulous to me. :-) I have had this tileset downloaded for at least a year now I think. I am using it at the moment, with 2 areas I have built already. I realise there have been 1 or 2 bugs noted here and there, but personally.... I haven't really seen/noticed them myself. For e.g. shadows in wrong places. Is it possible that bugs have cleaned up since I downloaded it? Again... I am not really noticing any specific bugs at the moment. I haven't really looked too closely to notice any to be honest. All I can say is.... this tilseset is pure perfection in my opinion! It has everything I want in a rural set. I think it would be a very nice idea to see it being put into the CTP some day soon, and hopefully not too far into the future either! Great work indeed! :-) Regards, "Nexuss_Girl" >8-)

Posted by Armor at on05/25/10
Hi I've always used Notebook and Wordpad to edit 2das - it's simple text file, nothing to broke there. May be there is somewhere not good spaces for tlkedit, I don't know. Never used tlkedit to edit 2da. Try to open it with wordpad, it should work _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1

Posted by angelrogue at 2010-06-3022:57:04    
Hey, first I want to say that this set looks awesome. I'm planning to use it in a module I'm building. Now while trying to get a tophak ready so I can use my other haks with it, I tried to open up the placeables 2da with tlkedit and it said that it was broken. Now I have no clue for the most part about this stuff other than how to semi make things work together, but I was wondering if perhaps the broken placeables 2da had something to do with some of the kinks? Of course, I may have just downloaded a bad copy of it, but thought you might want to know about that. After I make it work and can play with it a little I'll come back and vote. :D

Posted by OrHoro at 12:45:50    Voted10.00
Dear Armor Darks, I am very sorry but I was unable to login to nwvault. I don't know why, but it didn't work and I was unable to reset password too. Still there was an error message that I have bad password. Who knows, why? Luckily, admin helped me after all, so now I can login again and to contact you. I have updated my profile, so you can write me an email. _________________________ - Or-Horo's Rings - Link - Or-Horo's Painting Placeables - Link

Posted by Raven_Blood at on06/13/10
ooh, ok; that makes sense why it happend :] and thanks for letting me know! its as G.I Joe says: "And knowing is half the battle" xD

Posted by Armor at on05/25/10
No, none of this will affect original hak. However, there is one thing about optional replace for Zeons Hills - it will replace only first variation of each hills tiles. Example: all Zeons Hills tiles have a few variation (around 3 or 4 edges, for example). But this replacement will replace only first variations and won't cut other variations. However, Waylandhills have completly other model and they won't fit Zeons Hills - if you place Waylandhill and Zeon Hill close to each other you'll see white space because Zeons hills a bit higher. That means 2 facts - 1. after applying that replace you'll have to change each hills tile to it's first variant manually 2. Waylandhills have other shape, so you'll have to change high of placeable that were placed on hills. All that means that you'll have to choose what type of hills will you use and all players will be forced to use that type too (with or without replacement) But still I prefer to use replacement because Wayland hills not so laggy and dont cause those horrible shadow traces. But, instead, they are not so smooth =( Yes, in one of updates were cuted down a few tiles that were clones of other tiles. Here is what said in changelog: - tw010_a01_90 and tw010_a01_99 was deleted from set-file, 'cause it was same as main cobble tile (if you will use it add-on with locations, that was made before this change - you will see empty tiles in places, where have to be old cobble. Don't panic - use ctrl+c on any existing tile and then ctrl+v on all empty tiles) _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1

Posted by Raven_Blood at on06/13/10
would any of these new additins effect the hak as is? because i know i had a few problems with missing tiles way back, when you updated to your now newest version :-|

1 2 3

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