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 StilgarCCS 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)
- 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)
- 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
In fact in future I'm planning only this things: Optional road retexture (will make it TNO-like in all rural tilesets) Optional CSS textures from NWN 2 Tileset if author will allow me to use them Optional replace for Zeons Hills for Wayland Hills - they will be not so cool as Zeons, but not so buggy. Especially good think for those who have big perfomance troubles when using CompleteRC - i've found that Zeons Hills drops a lot FPS when placed in area. _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Raven_Blood at on06/13/10
well im glad to hear it :] and if he does not wish to give you any particular textures, perhaps you could make your own as a suggestion? im sure it would not be too hard to find a few good or decent old mideival brick textures. At any rate, im glad you took my idea/ suggestion for granted, i look forward to seeing what you have in store later on...
Posted by Armor at on05/25/10
Hi yes, I like his CSS textures too I may make optional texture pack for CSS, but I won't be able to do this until 21 june becouse of exams in Universety. And of course it will be possible only if Zwerkules will agree. And after looking on description of nwn2 tileset looks like he won't agree... _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Raven_Blood at on06/13/10
ok thats fine; thanks for the help armor_darks :] ill be sure to contact you whenever/if i can *will be a bit busy this week*
Posted by Armor at on05/25/10
eh I'm sorry I can't upload it in zip format because zip does not support splitting of archive. I've downloaded rars and all worked fine. If you still can't unrar it - contact me via email and I'll share its from my PC for you. _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Armor at on05/25/10
not a problem. I'll reupload it in zip file tomorrow. _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Raven_Blood at on06/13/10
well id hate to say it, but i dont think it has anything to do with winrar at all. as a suggestion, perhaps you could have a zip or 7zip file on hand for both parts. as an author i would do the very same to ensure that no uncertainty would occur...
Posted by Armor at on05/25/10
hm that strange try to redownload rars. May be some of them didn't download completly _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1
Posted by Raven_Blood at on06/13/10
i cant get your second part to download, i get this error: Hak Files\ CompleteRCv0985part02.rar: You need to start extraction from a previous volume to unpack hack\ CompleteRC.hak Hak Files\ CompleteRCv0985part02.rar: No files to extract the odd thing is, i have already extracted the first part of the hack. my winrar shouldnt be out of date because i just downloaded it to extract these very files... :(
Posted by Armor at on05/25/10
eh... your profile isn't public, so I can't contact you via email. _________________________ .: Axistown.ru PW .: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1