Add this hak to any module using the Bioware forest tileset and it will override the old tileset. This is not only a retexturing of the tileset but I have also fixed many small bugs and added meshes where necessary to make this work with all camera settings (You could look through buildings etc in the Bioware tileset if you'd use a low camera angle).
The other file Forest.rar is for those who want to override the forest tileset in general not only in certain modules. Just unpack it to your override folder.
Unpacking the new version to the override folder will not work because the textures in a hak have to be DDS to replace standard textures while they have to be TGA in the override folder.
This is meant to be used as a hak pack and can still be used to override the forest tileset in any module without having to add the hak to the module.
You have to put a copy of the hak into the patch folder and edit your nwnpatch.ini file so it looks something like this:
Add this hak to a module to override the forest tileset. This only contains models and textures, so there shouldn't be any conflicts with forest tileset expansions.
Last update: Some of the tiles I left unchanged showed maple leaves instead of branches because named a file ttf01_treefol03 instead of ttf02_treefol03 and it replaced the texture with the branches. I exchanged ttf01_treefol03 and ttf02_treefol03. All is fixed now.
This is a new version that uses completely new textures, some based on textures made by Baba Yaga. The cliffs also don't have flat black tops any more and all the trees have been replaced.
Posted by CaveGnome at 2013-03-14 11:49:49 Voted 10.00 on 03/14/13
Cool! Now the tilefade is alright for the tower! And the tower is much better looking than Bioware original. I will test this hak more thoroughly as i like it a lot and intend to use your Bioforest for my march ABC module entry. Made the 9.75 a 10 :)
Jedijax, there's nothing I added. The only change in this version is that I fixed the tilefade problems and hopefully included all the right files this time.
Nissa, thank you for your kind words.
Posted by Jedijax at 2013-03-12 00:00:40 Voted 10.00 on 12/16/12
Ooooh! A new update? (0 .0)What has been changed/added?
Posted by Nissa_Red at 2013-03-11 21:22:21 Voted 10.00 on 03/11/13
... make that dedication to *our* community (please forgive my typo). Your community too, of course, for as long you wish it, and hopefully for a long time still. Please be well ^.^
Posted by Nissa_Red at 2013-03-11 21:18:19 Voted 10.00 on 03/11/13
I would like this reskin of yours also reach HoF status, because you truly deserve it. If I haven't voted and commented yet on your medieval city yet (probably one of my dreams come true), for example, it is that I intend to give it proper feedback in time. Also, like Cervantes said, it's not because I don't leave feedback on all of your entries (as I said, I intend to do that though) that I am not BIG fan of what you do (except your NWN2 stuff, to be honest, but that's really subjective, and has nothing to do with the quality of it).
Thank you for sharing your talent, and your continued dedication to your community, Zwerkules. I consider us blessed to have you with us.
Posted by Cervantes35 at 2013-03-11 14:12:47 Voted 10.00 on 03/11/13
Nice job zwerk your work is always appreciated and don't give up because people don't leave feedback it seems to be the trend now. _________________________ [Creature Compilation] [The Q Castle Project]
Posted by Shensu-Heru at 2013-03-11 01:21:40 Voted 10.00 on 03/11/13
Nice!
Posted by Oseryn at 2013-02-03 21:30:23 Voted 10.00 on 02/03/13
I just recently had a change to look this over and was very impressed. This is excellent looking. I don't use the Q haks, so these sort or enhancements that are single-tileset specific are very nice. Thanks for sharing this. _________________________ Lysithea: Farsong designer at nwnlysithea.org
Posted by Henesua at 2013-01-15 21:12:47 Voted 10.00 on 01/30/11
Ah, that is sad to hear, Zwerkules. I've really enjoyed your work on these overrides.
I understand the disappointment that comes after you have worked hard on a project only to receive very little feedback.
My resolution has been just to do this stuff for myself. If others express gratitude or enjoyment, then that also makes me happy, but its the satisfaction of the process itself that drives me these days.
All that said, if you ever want to work on a project with me let me know. This work you do is very good, and while I am bogged down in my Arnheim project, I think I'd enjoy collaborating with others on something. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Jedijax at 2013-01-13 22:37:02 Voted 10.00 on 12/16/12
Well, I don't know why you got so upset Zwerk... I mean... I believe I have been always encouraging you to do override versions of your great works like the Medieval branch... I don't know about others, but I don't use NWNCQ, and I would much rather have your great overrides added to my game... Hope you change your mind!
Damn, I'm getting old!
It would have helped if I had put the fixed file into the hak before uploading it. :p
Sorry for this. Once I get to update this again it will contain the fixed file.
Posted by Toro at 2013-01-10 12:56:41 Voted 10.00 on 12/22/12
"I know that you won't add any geometry that doesn't fit the original walkmeshes just so there's something more to see on the tile. That is what placeables are for (and they get rendered faster than tiles, too).
To me making overrides means making what is there look better while it is still working 100% as the original used to work."
Yes! Agree 100%.
Posted by CaveGnome at 2013-01-10 06:36:02 Voted 10.00 on 03/14/13
Hello and thanks for your prompt reply. Pity after download and install the fixed bioforest.7z, i still have the glitch when the camera fades the tower top part. I tested this time with a NWN patched to 1.69, with geometry fade ON ("Hide second story tiles" option in the "Game Options"). I think the tower is something like ttf01_p18_01. Cheers.
CaveGnome, thank you for the bug report. I fixed it.
Toro, the main reason I've given up on overrides IS Nwncq. There seems to be no point in making any overrides because players and builders alike use what is there and once they got it they don't look for anything new and/or better.
So something could be far better than NWNCQ like the rural override you are working on and still won't get used.
I'm eagerly awaiting the completion of your tileset override and am going to use it, but that may be different if I wouldn't already know about it and had an alternative. Which I don't have, because I wouldn't touch NWNCQ with a long pole. :p
I know that you won't add any geometry that doesn't fit the original walkmeshes just so there's something more to see on the tile. That is what placeables are for (and they get rendered faster than tiles, too).
To me making overrides means making what is there look better while it is still working 100% as the original used to work.
Posted by CaveGnome at 2013-01-08 13:05:19 Voted 10.00 on 03/14/13
Very nice tileset. I found a little visual glitch with the "Tower" element. When the camera goes on near mode, the view doesn't remove all the top of the tower but only a big slice in the middle (with NWN 1.66). The resulting effect (a little hovering tower) is strange. How could this be fixed? Thanks.
Posted by TheOneBlackRider at 2012-12-23 04:35:18 Voted 10.00 on 12/23/12
Very beautiful rework!
Posted by Toro at 2012-12-22 14:41:01 Voted 10.00 on 12/22/12
C'mon Zwerk, don't get discouraged. Although I think this override is 95% spot on, I think you upped the ante on yourself by adding baba's forest floor. Some minor tweaking will make this perfect !
IMHO, the way you did this and biointeriors is the way to go. Not only did it create pretty much a tileset on it's own but it took the default to a whole new level. And I for one think that overrides are used alot more than replacing sets. Nwncq was a flash in the pan, why? mostly because it was an override and targeted the player, not the builder. Players outnumber builders probably by a wide margin.
In conclusion, Please don't give up on overrides........
Oh, Henesua is the exception again. Thanks Henesua! I'm sorry to have to disappoint you if you'd have liked to see more tileset overrides, but hard work just isn't appreciated by the majority of this community. All they want is quantity, not quality. And I've just had enough of it.
Since those ALL of the people who gave me the lowest votes for me tileset overrides (okay, 9 isn't that low, but it's the lowest I got) had no problem voting 10 for NWNCQ I assume that they are all happy with using NWNCQ and there's no point in me making further tileset overrides or even expand the ones I already made. So this was the last one you'll see from me.
Posted by Jedijax at 2012-12-16 11:08:34 Voted 10.00 on 12/16/12
The new update is impressive. I had already been using the original for some time, but forgot to vote and thank you! The addition of cliff-tops and so many other little details make this a winner.
Posted by Calvinthesneak at 2011-11-01 09:46:48 Voted 9.50 on 11/01/11
Minor error on tile: ttf1_g02_01 (it's set about 10 meters in the air)
Posted by Henesua at 2011-01-30 22:00:15 Voted 10.00 on 01/30/11
This is very good work. Don't get discouraged. Thanks for all your efforts.
I am also looking closely at your work on the mines tileset. You are very talented. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Jedijax at 2010-10-05 13:45:04 Voted 10.00 on 12/16/12
This is a pickle. I didn't like your choices in some aspects regarding textures, but it isn't because they were "bad calls" per se, just that I prefer my own custom tweaks. I love the variety added by using different types of trees and mushrooms and the like.
So, I'm going for a high vote. Even though I actually pilfered and modified it to accommodate my own taste, it is a very good make-over to the original tileset.
Posted by Jedijax at 2010-10-04 13:31:38 Voted 10.00 on 12/16/12
Well, I think MOST people do care about the standard bioware forest tileset because MOST modules don't use Seasonal Forest, and since you cannot use such as an override, MOST people play older modules, and MOST modules in the vault are pre-Lord of Worms.
Posted by jhudsui at 2010-04-24 11:08:50 Voted 9.50 on 04/24/10
Well, I think most people just don't care about the standard Bioware Forest tileset any more because they'd rather use Seasonal Forest. These are good textures, and well worth downloading if you *are* going to use Bioware Forest, but I would only be doing that if I wanted some kind of add-ons that exist for Bioware and not Seasonal (such as the Suspended City tiles). Maybe a combo hak with some of the add-ons out there for Bioware Forest would get a more enthusiastic reception.
Only a little more than thirty downloads and two votes - I'm really not sure if it is worth the effort of making a tileset override if it only gets so few downloads, especially since a simple replacement of the forest floor texture gets 100 times the downloads. Okay, that was uploaded four years ago when there were more people around, but still, is it really worth working on tileset overrides when for all I know there's nobody out there who's ever going to use them?
Posted by chico400 at 2010-04-09 02:25:17 Voted 10.00 on 04/09/10
very nice job Zwerkules ;) _________________________ NWNCQ & NWNCQ-SciFi Project Hak & Override - V1.3 >>> Link
CEP Team Artist>>> Link
Rafhot, you can find all these tiles and many more in my NWN2 Houses tileset (which is now really badly named, because it started out as a tileset with NWN2 houses but has a lot more natural terrain tiles now - especially forest tiles). It doesn't override any other tilesets.
As for the CEP addons, I don't have them, but I don't see any possibility for conflicts unless they change the default forest textures. If they only add tiles to the forest tileset without overriding any default textures, there shouldn't be any conflicts because my hak only contains textures and the fixed models. If you place it above the CEP (I mean with higher priority) it should also override any textures the CEP changed, thus giving you all the CEP tiles, but with the look of my forest tiles.
Posted by rafhot at 2010-04-05 20:17:46 Voted 10.00 on 04/05/10
forget to vote take my ten :)
Posted by rafhot at 2010-04-05 20:09:05 Voted 10.00 on 04/05/10
since it is a new tileset why not make onve version without override the default one?
if i use it to overwrite my default forest tileset it will break cep addons tiles?
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