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
--------------------
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
-----------------
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:
---------------------------
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
-------------
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
------------
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)
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 on11/19/12
A must-have!
Posted by Toro at 2012-11-1415:29:05
Seems one tile escaped me. I didn't know how to paint it down. I'm referring to the palisade wall over the stream. I'll fix it shortly.
Posted by Script_Wrecked at on11/11/12
Sublime.
Posted by Toro at 2012-11-0715:31:15
Coming soon........
Posted by Jedijax at on11/23/12
Uhm... which is the updated file with all of the goodies? They both have older tags for update... 0___0
Posted by Rolo at on12/20/12
What are the shadow problems you're having? Love the look, btw :-) _________________________ Rolo Kipp Humor is the only viable response to pain
Posted by Jedijax at on11/23/12
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 on02/09/12
Fixed this minor issue. I hope I'll be allowed to share the updated TGA with the community.
Posted by Arbedaios at on02/09/12
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!