Just what the community needs... yet another city-rural combo set. The City/Rural Builder Base was designed to create a city surrounded by rural areas and features, namely housing and small farming communities. It was not designed for a 'grass city or rural town', so all city features and terrains are not reskinned in this set. It includes references to the default Bioware city and rural tilesets, selected city and forest tiles reskinned to grass, modified rural terrains (lowered cliffs, raised water) to integrate the set, and essential third-party custom content, such as alleys, hills, beaches, and waterfalls.
::Credits:: We are deeply indebted to the following custom content developers (see the FAQ for more detail): Cathorsis, coulisfu, Danmar, Firehazurd, Ixion, Janus, Lucifer Church, Adam Miller, spoonmerlin, Thallion Stellani, Velmar, Vilance, Wayland, Yumi Chan
Special thanks to: Excalibur for his testing and contributing map icons to this set; Meh69 for contributing the adjusted height tunnels from his Mountains tileset; Bloodmonkey for contributing edge tile fixes.
::What's New?:: This set includes a logically organized pallete, 87 tiles new to this set, and more changes/fixes than you can shake a stick at.
::Revisions:: 2.1 - added new shallow integration tiles, added coulisfu's bridges and Yumi Chan's blacksmith groups, added SoU/HoU rural tile references, added tile/door padding for expansion packs + more fixes 2.0 - made cliff/water height changes non-replacing with default rural tileset, added Ixion's Coastline and Firehazurd's Tunnels 1.2 - added new integrated Cliff terrain, ground models + more fixes 1.1 - tile reference error in Hill roads required change in set file
Full readme available here To submit suggestions or bugs on this hak, please post at the Carpe Terra site.
Posted by Borden Ha'elven at 2009-08-23 14:51:22 Voted 10.00 on 08/23/09
Excellent resorce. Put to good use in my mods. _________________________ Stuff I've done.
Posted by RangerSG at 2008-09-25 04:27:43 Voted 9.50 on 09/25/08
This set is still very usable. But I think in some places it could use a face lift and updating to match the content that has come out since it was originally made.
Posted by archer4217 at 2008-09-24 18:11:36 Voted 10.00 on 09/24/08
Excellent work. I use this a lot in my mod.
Posted by Saduj at 2008-05-22 18:44:36 Voted 10.00 on 05/22/08
It seems theres a bug in the rural base where it concerns water...build a road onto water (so it becomes rural dock) and you'll see what i mean. Below the surface of the water some tiles have a slope and some dont. In particular this tile seems to be the culprit in my example:
ttr_h12_01
Posted by gert ( 172.216.xxx.xxx ) at 2005-02-14 07:28:00
hey Den mate, just thought i would let you know that your great bashed loot breakage has been down for some time now, any chance of a reupload when your not busy? cheers.
also when are we likely to see the next version of BB?
Posted by SilverLady at 2005-01-03 22:12:00 Voted 10.00
Hmm. I usually create hills or set up buildings and alleys on the edges to make it look more realistic and get rid of the trees if I don't want them. I forget if the fade off takes up the slack on the hills, but I know the alleys do... I'm sure DOA probably has a better answer then I do. ;) Warm Regards,
~SilverLady~
-------------
Closet-Scholar of Forgotten English and Medieval studies, Part-time Writer/Student. Translating my "novel in progress" into CEP compliant NWN mod. Done:25% Time:Most
"Unfortunately, I'm just as truthful as I am opinionated."
"Bugless? Its coughing 2da hairballs all over my desktop."
"Giant, enormous ideas! Ity bity non-existent haking talent."
Posted by drakkenkin ( 216.255.xxx.xxx ) at 2004-12-06 00:03:00
Thanks DOA. I found and I have made a temp. correction.
One other question I had was that, on the edge of the area there is a wonderful image of trees fading off into the distance. Is there a way to suppress that? I'm hopeing to just have a grassland fade out.
You're likely using another tileset listed above the Builder Base and having a doors.2da conflict. Scroll down (or search for the word "doors") for some info on how to fix.Carpe Terra, Project Lead
carpeterra.com
Posted by drakkenkin ( 216.255.xxx.xxx ) at 2004-11-29 16:09:00
I think I'm missing something, When I place a hobit home tile the door is not showing up. What am I doing wrong?
I've been working on new content for our world, some of which will make it into the next release of the Builder Base. Stay tuned...Carpe Terra, Project Lead
carpeterra.com
Posted by Renaud ( 213.36.xxx.xxx ) at 2004-11-09 05:05:00
Please could you teach me how to do combos (Or guide me to the proper tutorial) ?
I don't mind making such a huge job as yours, but something like merging separate (and superb !) haks like alleys, romancity, galleons in a new one, or add them all to standard city replace tileset.
Is this VERY hard for a non-programmer people like me ?
Posted by renaud ( 213.36.xxx.xxx ) at 2004-11-09 05:01:00
Please, could you teach me how to do a combo (or guide me to a proper tutorial)?
I don't mind making such a huge job like yours, but something like
Posted by CaptoLamia at 2004-09-12 21:58:06 Voted 9.75 on 09/12/04
Posted by Anonymous ( 82.113.xxx.xxx ) at 2004-09-01 11:34:00
This hak and bloodmonkey's mountains v 1.02 seem to have name conflicts with some of the model files... trcxxxx or something if I recall. Wish we had 'namespaces' here... Any chance of making these two play nice together? Both beautiful tilesets and hate not being able to have them in the same mod...
In order to have DLA team Canopy Forest over DOA forest, what are the file names of DOA forest tiles as apparently they been renamed? This way I could rename DLA Canopy files to match these.
I have the builder base, X1 & X2 & Deeper Dungeon X1 and Castle additon in hak I have been building.
Any ideas or alternative ways, are appriciated.
Thanks
Posted by Renarion at 2004-08-10 16:54:04 Voted 10.00 on 08/10/04
Great work - excellent for creating transition areas to and from cities.
This is a great (GREAT) tileset, but there is one thing I couldnt figure out... how do I make the "Rural Exit" tile? (The one with with exit in the trees). I can make one with a stream by dragging a stream into the trees; so natch I tried this with a road, but no go; I can't seem to make this tile! Has it been removed from the set?
Other than that small bit of weirdness, I want to thank you for giving me the set that finally let me bring a repectable town to life :)
Posted by thudson at 2004-07-12 08:12:53 Voted 6.00 on 07/12/04
OK, but the "builder base" concept doesn't make sense to me.
Posted by Imanorange ( 68.47.xxx.xxx ) at 2004-07-06 11:38:00
Not the bust but pretty damn good!
Posted by Anonymous ( 200.203.xxx.xxx ) at 2004-07-05 07:35:00
DS, hmmm... that's too bad about the naming conflict. I've been using tcr as a designation for "tile city rural" for about a year. Easiest solution is to download the Tilset Duplicator and run it on Hellfire's set, renaming tcr01 to tcv01 or something else.Carpe Terra, Project Lead
carpeterra.com
Posted by c00lm at 2004-04-30 07:19:51 Voted 10.00 on 04/30/04
well.... so what about the update?
*keeps getting on everyone´s nerves*
Posted by eeriegeek at 2004-04-03 13:10:19 Voted 9.00 on 04/03/04
Wonderful work. Let's me do what I really was really trying to do with the BioWare tilesets but not very successfully. The pallet organization is far better than the baseline. I hope BioWare takes note!
Posted by Dradjeel at 2004-04-03 07:03:54 Voted 9.00 on 04/03/04
This set manages to both integrate a lot of stuff into it and be small enough for non-broadband people to enjoy. Very well done, indeed. _________________________ The Power Almighty rests in this Lone Ring.
The Power, alrighty, for Doing Your Own Thing.
Posted by MorganQuickthrust at 2004-03-31 20:22:48 Voted 10.00 on 03/31/04
Taryn, send me a PM or post on the Carpe Terra boards... I don't want to confuse issues with this hak since I'd recommend GFF editing only for advanced users.Carpe Terra, Project Lead
carpeterra.com