ThallionStellani's NWAlleys is a great way to bring cities to life and give them that cramped feel. But it's severely limited by the fact that when the Alley crosser is placed on the edge of the area, there's no repeating alley going off into the distance. Instead, everything's blank, and it looks very bad.
Armor Darks told me how to fix it, so I figured I'd post it here for those who want to use the NWAlleys hak more effectively. As you can see in the screenshots, alleys now fade off into the distance.
Included is a demo module showing NWAlleys in action. The demo module requires 1.69, since that's what I built it under, but the hak shouldn't.
To install, drop it in your /hak directory, overwriting the old NWAlleys11 hak.
Additionally, I made a tutorial for how to fix this issue in custom tilesets that use NWAlleys. It assumes no experience with tileset modding, so it's good for n00bs, too.
Hmm... I'd totally forgotten about this. I'll try to spare some time this week to fixing the ship issue. _________________________ Shadows & Silver PW Development Blog
Posted by Woxor at 2009-08-11 16:46:17 Voted 10.00 on 08/11/09
Great hak!
Regarding the fact that this replaces the Merchant and Weathered ship tiles, I've just discovered a crude work-around that seems good for my purposes.
The CEP 2.2 has a bunch of new tilesets that are modified versions of the regular tilesets, including City Exterior. I use the [CEP] City Exterior for areas that require the Merchant or Weathered ships, and the regular City Exterior for areas that have alleys. You can't have both in one area with this method, but no biggy.
Posted by Also Copy at 2009-05-12 20:35:14 Voted 10.00 on 05/12/09
An improvement on an already nice addition.
Posted by udasu at 2009-02-13 10:45:04 Voted 10.00 on 02/13/09
Awesome work! This makes my Lankhmar all the more great! _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by Winterhawk99 at 2008-11-16 00:53:38 Voted 10.00 on 11/16/08
Thanks guys something alleys has needed for a very long time.
Thanks, guys. I'll try to talk to OMB and sixthrice soon. Been fiddling with NWMax for some custom skybox work, so hopefully I'll pick up something useful if this will require any modelling. I'd like to try to get the orange lights just like the regular windows, even if that's a lot of work.
Speaking of work, I've been getting a bit burned out what with my building. Oh, and planning my wedding. I do apologize for my slowness, but hopefully things will pick up soon.
Posted by Estelindis at 2008-08-04 16:31:33 Voted 10.00 on 07/22/08
FP / Squatting Monk: Old Man's Beard knows a *lot* about window animations. (He has explained them to me somewhat, but I wouldn't be able to say it as well as he can.) I suggest you send him a PM or an email, or pop over to RPGmodding.com to discuss it. :o) _________________________ KotOR Heads FR Deity and Faction Cloaks Fall-from-Grace Soundset
Posted by 'ol FP at 2008-08-03 15:05:16 Voted 10.00 on 07/28/08
666 had this to say,
"Depends if you want them to turn orange or just to be lit up. If the former then, that requires quite a bit of work making new windows and animating them. However, to get them to simply glow, you need to open each model file in Notepad or similar after exporting them, search for any nodes with the bitmap line tcn01_glas02, and set their selfillumcolor line to be 1 1 1 instead of 0 0 0. Make sure to do that on all nodes with that texture in the model.
If the models are not in text format and are instead written as incomprehensible lines of gibberish, open the in NWN Explorer, go to the ASCII Model tab and right click and Export Text on the data. Then remove the .txt from the name.
Note: a node is the space between node... and endnode, in case that isn't clear. There should be indentation in the text to point out where each node begins and ends."
Having them always glowing, which means they'll be on at night like the rest of the tileset windows, is much better then having them off all the time.
FP!
Posted by 'ol FP at 2008-08-03 07:36:47 Voted 10.00 on 07/28/08
I made a post in the CC forum to see if anyone would bite with an answer.
Huh. I always wondered why some of the windows were lighting up and other weren't. I never connected it with NWAlleys.
AFAIK, lighted windows are controlled by the .mdl file. I've been looking for information on how to fix this, but so far I've been unsuccessful. I know nothing about editing .mdl files (the fix I've posted is a simple .2da fix), but if someone will direct me to information on how to go about it I'll be happy to post a fix. _________________________ Shadows & Silver PW Development Blog
Posted by 'ol FP at 2008-07-28 13:01:59 Voted 10.00 on 07/28/08
Great work! Now all that needs to be done to make it complete is to get the windows illuminated in the alley when it's night.
Posted by Estelindis at 2008-07-22 09:06:56 Voted 10.00 on 07/22/08
Excellent! Thanks for fixing this problem, which I only noticed recently in spite of using these alleys for years - and special thanks for sharing it with the community. *thumbs up* _________________________ KotOR Heads FR Deity and Faction Cloaks Fall-from-Grace Soundset