Here is a tileset that was requested, the retexturing on the city now includes bodangly's desets city (not arab) new screen shots above, is hi res, made the pier above ground tile. warning much bigger 9 mb bigger with all the new textures. enjoy, V Credits below:
Based on my Grass shrunk hills cfr, Drylands textures by Baronrage, has alleys by Thallion Stellani, Velmars hills head, towers. Gentlehills by wayland. raised bridge, pier tile and reduced hills by me. Castle walls and hedge betas by bandicoot. LOK tower, entrances and city wall tiles w/ filled in edges by Danmar. Galleons by schazwozzer. high res desert city textures by bodangly. test mod included. Vilance D'Asari Fixed pier walkmesh, changed grass textures to drylands on towers. 5/7/03
Posted by Chromatic_Dragon at 2004-11-26 01:22:04 Voted 9.50 on 11/26/04
Posted by Chromatic_Dragon at 2004-11-26 01:19:00 Voted 9.50 on 11/26/04
Love this tileset! It's so versatile. I have one small problem with the water, however. It doesn't move. Is this the tileset or my settings?
Also one request, may be more trouble than it's worth: How bout coastline, or shallow water that meshes more smoothly with the water tiles? Only reason I ask is cuz I was attempting to make a ford, it works fine using stream tiles, just doesn't look natural.
Posted by Chromatic_Dragon at 2004-11-26 01:19:00 Voted 9.50 on 11/26/04
Love this tileset! It's so versatile. I have one small problem with the water, however. It doesn't move. Is this the tileset or my settings?
Also one request, may be more trouble than it's worth: How bout coastline, or shallow water that meshes more smoothly with the water tiles? Only reason I ask is cuz I was attempting to make a ford, it works fine using stream tiles, just doesn't look natural.
Posted by Gandalf_Istari at 2004-02-20 10:36:08 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 9 Ease of Use 10 Quality Control 10
Posted by Vilance at 2004-02-20 10:35:47 Voted 9.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 8 Ease of Use 10 Quality Control 9
Posted by Arkangyl at 2004-02-20 10:35:22 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 9 Ease of Use 10 Quality Control 9
Posted by BryanBlaire at 2004-02-20 10:35:14 Voted 8.00 on 02/20/04
Overall: 8 Usefulness: 9 Value for Size 6 Ease of Use 9 Quality Control 8
This is a compilation of the old system into a single score. There were 7 that made this score of 8.43.
Posted by Vilance ( ..xxx.xxx ) at 2003-07-01 09:11:00
Thanks Rhys, now vote please. hi everybody if you are using this hak please take the time to rate it. thanks in advance,
Vilance
Posted by Rhys Cordelle ( ..xxx.xxx ) at 2003-06-23 18:36:00
Excellent! :) Everything I've seen by you is great Vilance :) And I really appreciate that you provide for both high and low res. Cheers!
Posted by Vilance ( ..xxx.xxx ) at 2003-06-23 09:51:00
Rhys, sure, i always load both dds and tga in the hak. :)
V
Posted by Rhys Cordelle ( ..xxx.xxx ) at 2003-06-23 06:47:00
hey this looks great :) does it work in low res?
Posted by Vilance ( ..xxx.xxx ) at 2003-06-15 17:43:00
yep, i didnt redo all the walkmeshes to dust, dont have time at the moment, but will note for future, sorry bout that,
V
Posted by Lau ( ..xxx.xxx ) at 2003-06-15 15:21:00
Huh ?
This hak create a problem of sound as regards the noises of steps on the stone coatings.
Posted by Lau ( ..xxx.xxx ) at 2003-06-15 15:21:00
Huh ?
This hak create a problem of sound as regards the noises of steps on the stone coatings.
Posted by Vilance ( ..xxx.xxx ) at 2003-05-10 09:56:00
ok the fixed version has been uped, if anyone has any problems let me know.
V
Posted by Vilance ( ..xxx.xxx ) at 2003-05-06 23:24:00
snakeeyes-i will rework it, shouldnt take much to fix it...will look a little odd, players will try to walk under it not be able to. i will throw a couple of basic boulders under there.
V
Posted by lllsnakeeyeslll ( ..xxx.xxx ) at 2003-05-06 18:03:00
Ok, nevermind about the tall grass, I jumped in game and found out that it was an engine added feature.
I did find out one possible play issue with the pier, because the way the walkmesh is designed, if you tell the character to walk out onto the pier they run down underneith it. I also, on a few tests, was trapped under the pier and no matter where I clicked the character would not move. If possible, it might require blocking off under the pier with Rubble (rocks and logs) and then fixing the walkmesh to have people walk out onto the pier itself. How this would be done, I have no clue.
Posted by lllsnakeeyeslll ( ..xxx.xxx ) at 2003-05-06 17:41:00
The other thing I just noticed, and not a major issue, the pier tile you created for me, you can see through it from the bottom like its a one way mirror.
Posted by lllsnakeeyeslll ( ..xxx.xxx ) at 2003-05-06 17:37:00
Was playing around with the tileset and it looks great. I was wondering, would it be possible to add the blades of grass that the Drylands tileset has on most of its grass tiles to this, or would that be a major MDL switching project?
Posted by MMAzrael ( ..xxx.xxx ) at 2003-05-06 13:26:00
DOH!!!! thank you. I coulda seen that if I took the 5 seconds it would take to open the textures. So I emailed you but I'll ask publicly too...how about a CFR on the Jungles with all the addons that you've included. That would be just too killer. You're a bonafide pimp!
Posted by Vilance ( ..xxx.xxx ) at 2003-05-06 01:03:00
MMazreal, use a text editor and change the line in dlwt1_*0...mdl "dwlt1_grass01" to "dls03_grass02" (all the files with that prefix, only 16 .mdl files) in the mean time i will fix this an re-up it.
V
Posted by Nuke ( ..xxx.xxx ) at 2003-05-04 23:32:00
Great content so far, though I do have a texture request. When you paint down the grass tile you get some of the trees from the forest tile set. Now while I like this fact and like the trees, they are surrounded by "green" patches of leftover forest grass, and that certainly doesn�t look right. In your next update could you replace that green grass with a dirt texture or a different colored grass so it blends in better with the rest of the set? If so then this set would be perfect.
Note -> the green grass effect I talked about above also comes into play when you paint down forest cliff and forest pit tiles as well...
Posted by MMAzrael ( ..xxx.xxx ) at 2003-05-03 20:59:00
I noticed that Vel's towers have grass which doesn't really fit the motif of the area. Any chance of fixing and changing from grass to the more sandy color?
Posted by Vilance ( ..xxx.xxx ) at 2003-04-27 21:14:00
If you guys have other requests for retexturing....if the textures are already out there i can make on of these really quick.
V
Posted by NIZ ( ..xxx.xxx ) at 2003-04-23 23:53:00
Thanks V.
Posted by lllsnakeeyeslll ( ..xxx.xxx ) at 2003-04-23 17:46:00
Vilance, I have to give you two thumbs up, your awsome. Between this and your standard tileset you've just handed me a ton of the stuff I need to get my module rolling.
:)
Posted by Vilance ( ..xxx.xxx ) at 2003-04-22 20:16:00
Wow its already updated...ok now has new desert textures for the city tiles and dry pier.
Niz, i made a shrunk hills version of my winter hak so the height is the same between city walls, rural cliffs and hills, in addition there are tiles to cover up the holes that are left under custom 1. look under winter shrunk hills.
V
Posted by Vilance ( ..xxx.xxx ) at 2003-04-22 18:01:00
this is a self contained hak, doesnt require anything extra to function...as for the zip remark...as Danmar has remarked under his last release (lok rural addons i think...) i am not going to discus using zip as i have over 200 megs of content on the vault and that number would be at least 60 megs more if i used zips....nuff said on that, oh and that city wall to rural adjustment was thanks to danmar...he made the tiles to fix that problem, they are only available at height 4 for the shrunk sets, (this Drylands is a shrunk set...there is no normal height version...) there already was a fix listed for that under custom 1...but i admit danmars tiles mean you dont have to place a specific tile to fix the problem.
V
Posted by Iavas ( ..xxx.xxx ) at 2003-04-22 13:48:00
Is there any place I can find all of the CFR tilesets (including the original that is needed for them to work) in a zip format? Thanks