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NWN HAKPAKS

- Jump to comments -
Title  Dwarven Chasms, Catacombs, Barren Lands, Deep Dungeon & Undercity tilesets
Author  Gavin aka sixesthrice
Submitted / Updated  11-01-2008 / 02-19-2013
Category  Tilesets
Expansions  NWN-1.69
Forums  Link
Description
Dwarven Chasms tileset
Version 0.2 - 10th Sept 2010

Catacombs tileset
Version 0.2 - 25th July 2010

Deep Dungeon tileset
Version 0.2 (beta)

Undercity tileset
Version 0.1 (beta)

Barren Lands Tileset
Version 0.1 (beta)

Undercity Generic Doors hak
Version 0.1 (beta)

I would respectfully ask that the content found here is not repackaged or rereleased, or included in any other non-module or PW-specific package in an altered or unaltered state, without requesting my express permission and that of any other involved parties. Queries in this or any other regard may be sent to [email protected]

[i]Thanks!
- Six

Files

NameTypeSizeDownloads
sewer.7zsewer.7z
Submitted: 11-01-2008 / Last Updated: 04-16-2009
7z2.2Mb2959
Undercity Sewers Tileset v0.1
deepdungeon02.7zdeepdungeon02.7z
Submitted: 11-01-2008 / Last Updated: 04-10-2009
7z4.6Mb2052
Deep Dungeon Tileset v0.2
dwarvenchasm02.7zdwarvenchasm02.7z
Submitted: 11-01-2008 / Last Updated: 09-09-2010
7z883.61Kb1303
Dwarven Chasm v0.2
catacomb02.7zcatacomb02.7z
Submitted: 11-01-2008 / Last Updated: 09-06-2010
7z933.36Kb1218
Catacombs tileset v0.2
barrens.7zbarrens.7z
Submitted: 11-01-2008 / Last Updated: 02-19-2013
7z3.7Mb1801
Barren Lands Tileset v0.1
doors.7zdoors.7z
Submitted: 11-01-2008 / Last Updated: 04-16-2009
7z115.35Kb1310
Generic Doors Hak v0.1
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Comments (30):

1 2 3

Posted by Cervantes35 at 2009-08-3119:23:28    
NoOneReally six seems to be very busy these days so I am going to try and answer your question. The clipping you are talking about is I beleive is called tilefade and some authors choose not to use this option its a preference really. IMHO it makes the tileset more realistic and emersive but he has made mini-maps so the map option should be availble and may be your best action as how to find your way around the tileset. Six I am looking forward to some more additions to the undercity sewers it seems to be a great set to use with the CODI stem and sigil sets. _________________________ [Creature Compilation] [The Q Castle Project]

Posted by Ssythilac at on10/30/09
Six, definitively, you are one of the best things that happened to NWN. The new Barrens have great potential even in this beta stage! The concept are simply, solid and truly atmospheric. If you added various types of ruins (something that NWN really needs, a good and ancient complex of ruins, maybe one that match -textures, style- your terrific deep dungeon?)this tileset will be a wonderful piece of art. One more thing: In Wildlands, the city tiles are, even now and with codi exterior, the best city environment in all the vault! Only needs more lonely buildings (like the ones you have in grass tiles, maybe?) Thank you, and keep the great work! _________________________ unknown

Posted by NoOneReally at on08/21/09
Thanks for more fine work :) I posted similoar queries on LOW's SF page with his tilesets though: My players and I get lost with the tree thickets not clipping (eg. you stand near a grove, but if the view is from behind the tree thicket, they dont clip). The other day, one fellow simply couldn't work out where his character was! As I have the same issue with some other tilesets as mentioned, so it could very well be my bad - however, the old bioware defaults clip as they should. Anyone else have this issue? Advice? Cheers! _________________________ ************************************************* Ravenloft Core Systems Link Ravenloft Core Modules Link Ravenloft Denizens of Darkness: Link

Posted by _six_six_six_ at 2009-08-2115:16:09    
Re the_isolator_01 - No the tiles do not have shadows. Given the occasionally very complex geometry (and my in-built inability to fix shadows at that), I could not within reason repair the shadows to a satisfactory extent during the initial phase of making Wildlands, so I ended up turning them off altogether - and it kinda stuck. As for the interior tilesets, there it's a design choice as they simply don't make sense in an interior situation (rather the shadows should be everywhere the light is not). Re Mulu - A doorway should auto-paint when you place the Barrow group. If not try dropping any door tile onto it, should create a seethrough area transition door. _________________________ --- What can Q do for you? --- Undead Redux 2 | Wild Woods Tileset

Posted by Mulu at on08/21/09
Oh, and even with that minor quibble, it deserves a 10. _________________________ X-INV X-COM War of the Worlds Lantan University

Posted by Mulu at on08/21/09
Very nice work. I especially like the woods, which I ended up filling half a map with just because they look so nice. The barrow doorway doesn't seem willing to take a normal door. You have to use a placeable. _________________________ X-INV X-COM War of the Worlds Lantan University

Posted by the_isolator_01 at on08/21/09
Excellent work, truly unique stuff. Just a quick query though, many of your tiles don't seem to have any shadow effects, is this intentional or something that you intend on implementing at a later date?

Posted by Kendaric at on08/15/09
Excellent work as usual 666! Your tilesets (along with the stuff for Project Q) are amazing, it's hard to believe it is still the good ol' NWN.

Posted by Raven_Blood at on08/15/09
hey six! Im liking the new barren set! Your keen eye detail on textures has always amazed me, i was never one for crating textures when it came to modeling (i just dont have the paitence to get it that precise!). I dont have much to say about this since its only a pre-release of what is to come. keep up the great work!

Posted by Hekatoncheires at 2009-08-1421:29:38    
With the standard tno windows, they have the framework for the glass. :D

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