After years of sitting on my harddrive, I have recently been convinced by the folks of the PW (City of Arabel) I play on to share this subtle override to the rural tileset. It contains changes to the dirtwalls,grass and the roads giving them a dryer and less green feel. Also included is a copy of the .set file. This is needed so the tilesset uses my 3-d grass. The only
change to the set file is the grass section ! I hope you enjoy it as much as I do.
v2 I use Helvene's tree override but this still looks good without it.
November 12th, 2012
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Shadow issues fixed thanks to OMB's CM3.
All textures that overwrite an existing Bioware resource have remained in TGA format.
If you intend to integrate this into a hak, I recommend converting all the tga's into dds,I use this:
Link I used a couple of tiles from Helvene's tree override as a base where pplicable.
Used a tree stump and dead tree from NWN2 extracted from CEP.
Also thanks to Arbedaios for a fix to grass02 texture.
Due to the way Bio trees were mapped, expect some variances in appearance.
There have been no changes to woks but I've decided to include them because I ran them through CM3 and it fixed many errors.
February 12 ,2013
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This is my biggest update yet and there are bound to a few bugs, just let me know and I'll see to them.
Credit where credit is due:
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Zwerkules graciously donated "no seethrough"/retextured houses. This is an update in and of itself folks!
Big thanks to _Six for letting me use the cloak tower and evil temple from his CC city exterior.
I'd also like to thank the PW "The Vast" for putting up with my testing.
I have taken very little artistic leeway and 99.9% kept true to the original tile. Any changes/if any/ are purely cosmetic and unobtrusive. Some woks have been redone completely. This was greatly aided and made easy using maxscript called TimScripts conform wrap. Thanks to OldTimeRadio for showing me this.For more info on this:
Link
Also made use of a maxscript by Ryan Smith called TreeGen, self explanatory I think. for more info on this:
Link
Corrected an issue with doors being slightly off in Neutral temple 2x2 and cloaktower 2x2. You might have to repaint the door for fix.
Models have been compiled using MDL-Compiler Bioware.
Nothing could be done about the no shadows below 0 z axis so forgive that inconsistency. The only alternative is to raise the whole tileset but then it would not work as an override.
I decided to release as override and hak. However I strongly recommend the hak version as the dds are superior to the tga's. I personally use the patch/hak method. For more info on this, see:
Link
Below is a readme file detailing all the changes to .set file.
Compatibility
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Works with standard NWN. If the PW or module contains a modified ttr01.set, your mileage may vary.This is because those resources in a hak have priority
over the override folder. I have noted in the readme all the modifications to the set file for easier custom integration.
Modification
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To modify the grass height or density is simple. Open the ttr01.set file with notepad, 2nd paragraph down you'll see this
Change the height and density to your hearts desire.
Optionally you could just delete the line that says:
GrassTextureName=toro_drygrass02
This will result in a combo, my dead grass on the ground with Bioware 3D grass.
(OUTDATED)
This is my original version with just 7tga's and 1 set file. I'll keep this up for those who prefer my original grass. Everything else will be rolled up into my new version.
Feb 14, 2013 This is a CEP/Q compatible version but it is "mostly" useless to players. It will not work properly if you pop this in your override and play on a CEP/Q PW (reason stated above). Your builder has to incorporate these files for them to be of value to the player. This file contains 3 folders:
CEP: ttr01, ztr01 set files. And 2 mdl/wok.
ProjectQ: ttr01 set file
CEP Edge_fix : ttr01, ztr01 edge 2da. 1 mdl. ( This file will be removed if fixed by CEP)
~ Cervantes35
I'm getting close. Doing some bug hunting. I've considered releasing as hak but I figure it's easy for those familiar with custom content to 1. convert tga's to dds 2. wrap it all up in hak.
Conversely it would not be as easy for those unfamiliar with cc to convert from hak to fully functioning override. I'm still debating if it's worth maintaining 2 versions.
Posted by Cervantes35 at 2013-01-15 18:02:51 Voted 10.00 on 01/15/13
Posted by Henesua at 2013-01-09 15:46:18 Voted 10.00 on 01/09/13
Looking better all the time. Very good work, Toro. I especially like to see your updates on Bioware Social. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Rolo Kipp at 2012-12-20 15:31:17 Voted 10.00 on 12/20/12
"The new additions make this a definite ten"
"Can't say I like everything about this hak as it is"
Jedijax - I'm happy I won you over in the end.
Happy Holidays all and thank you.
Posted by chaos_theocrat at 2012-12-08 13:54:53 Voted 10.00 on 12/08/12
I simply adore this override! One of the best aspects of it is the image of the deep forests that now show up behind the forest entrances / exits! They add so much more realism to the area. I wish they could be added to all of the standard tilesets, such as the winter set and the TNO set. But even just as it is, this override is incredible. The new grass is also lovely and it provides a refreshing change of scenery from the old usual stuff. I just cannot praise this enough. The textures, along with all the color choices, are just realistic and effective in all the right ways. They go perfect with the whole 1.69 aesthetic sense and look too! Worthy of no less thana 10.00 since this is perfect, bug free, and awesome. _________________________ Chaos is not about anarchy! It is creativity that is boundless and unrestrained.
Posted by Jedijax at 2012-11-23 01:21:01 Voted 10.00 on 11/23/12
The new additions make this a definite ten. Great work! Hope you have some more tweaks and tricks for the old Rural!
Posted by werelynx at 2012-11-19 12:08:39 Voted 10.00 on 11/19/12
Posted by Jedijax at 2012-03-05 23:21:47 Voted 10.00 on 11/23/12
Loved the little details in the update. Great mod; too bad you won't be able to work on it again.
Posted by Arbedaios at 2012-02-09 07:52:28 Voted 10.00 on 02/09/12
Fixed this minor issue. I hope I'll be allowed to share the updated TGA with the community.
Posted by Arbedaios at 2012-02-06 11:16:40 Voted 10.00 on 02/09/12
Works great, easy to use, does not interfere with anything.
Terrific.
Just a minor thing I noticed: When I am building elevated terrain, there appears a thin line parallel to the cliff's edge.
Great job!
It seems that my original intent for v2 far surpassed my talents and patience. That is why I never updated this because there was more, however I can upload what is in the v2 screenshots.
The last screenshot modification may not be to everyone's liking so feel free pick it apart if you wish, (it's basically just a filler for the blackness.) I
Posted by Estelindis at 2010-07-23 16:05:32 Voted 10.00
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
Posted by Estelindis at 2009-08-02 06:48:46 Voted 10.00