Permitted use:
This product is free for non-commercial usage in neverwinternights 2 only. original content remains the property of Robinson Workshop
Deep Halls:
The Deep Halls tileset was developed to provide a more voluminous space for below ground environments, its intent is to give a feel of a dwarven made space, but by leaving out the more obvious dwarven motifs, to provide a tileset that can encompass a number of different stories and origins. This is a large set complete with pit tiles and special connector tiles to seamlessly join with the OEI Caves and mines tilesets.
Features:
Halls;
There are a few different types of Deep halls that you can build with this set.
Columnar Halls:
Soaring rock ceilings supported by columns, these are the standard halls in the deep, even still there is alot of room for merchants and construction.
Open Halls:
Supported by massive stone beams and coffering, these halls are massive their ceilings even higher than that of the columnar halls. they are impressive indeed.
Chasms;
There are often great chasms to be found in the underground realm, but the builders have incorporated these into their city designs, graceful bridges over dark chasms and cold underground rivers. These chasms often abut columnar halls.
Placeables;
There will be a few placeables included with this set, a specific designed light sconce, and of course an exterior entry placeable will be included. More placeables may be added before release and we certainly might add placeables that are specific to this tileset in the future.
We fully expect there to be a few minor issues, so please let us know what they are and we will se about getting them resolved
Update 7/1/07 DH is Final
Design & Modelling: Eric Rosendahl (Baron)
Texturing & Modelling: Patrick Robinson (Hellfire)
Note to all our users:
You can eliminate the blank entry that deep halls shows when in the toolkit by editing the Tilesets.2da file replace the second entry of the Deep_Halls line with 5583.
The second entry reads the same as the first - just hightlight that text and enter 5583
Be sure to back up the 2da first to ensure that if there is any problem you can restore it...
if you edited it outside the override directory make sure to move the new (edited) 2da into the override directory - the Deep halls tileset will now appear under the name "Dwarven" the same will be true of the metatiles.
tony - put the haks in the hak directory the 2da in the override - in your mod properties in the toolset has a hak box - select the ... and navigate to the hak directory and select the wanted hak(s) save and reload the toolset. also if there are erfs - they can be imported via the file dropdown/import - navigate to the directory with the erfs and select them save and reload the toolset - all this can be done at the same time so you dont have to reload ten times :) _________________________ It is better to have and not need than to need and not have.
Posted by Cyphre at 2009-11-20 10:49:59 Voted 10.00 on 11/20/09
Ok, This is going to come across as stupid but how do i import these tiles into the toolset, so i can begin creating my own maps. This is my first time usingthis program and have searched all over for tutorials on this to no avail.
Posted by Deadeye_Daxx at 2009-02-04 10:39:26 Voted 10.00 on 02/04/09
voted lol.
Posted by Deadeye_Daxx at 2009-02-04 10:38:51 Voted 10.00 on 02/04/09
Excellent work, I picked it up in the Skullhak because Im not too skilled at 2da consolidation, but wanted to come to the source to give thanks. Again. x5 =D
UrLord & BURGE777: sorry guys I dont get back here and check this listing all that often anymore...if you still have issues please contact me on our forums (see link under Forum Thread in the main entry at the top of the page) Thanks for the votes and thanks for the kind words
Posted by BURGE777 at 2008-12-15 21:50:03 Voted 9.00 on 12/15/08
Okay finally got this to work. Though, I hate that I had to find another post called RWS Deep Environments to figure out how to get this to work. I do have to say that though I got little help from the creator to figure this out, the tileset looks amazing! I love it, and it is adding quite a bit to the module that I am working on with Urlord (who also posted on this page). Thanks for the amazing tilesets, keep up the good work.
Posted by Dorateen at 2008-12-13 18:24:51 Voted 10.00 on 12/13/08
Amazing. This has breathed new life into the module I had first put together.
Posted by BURGE777 at 2008-12-11 19:00:25 Voted 9.00 on 12/15/08
Just a quick question. I was trying to use this tileset and downloaded everything. Placed them in my override in mydocuments fold directory, and I see nothing in the tileset. The hak in in both my hak folders, but when I downloaded the Deep_Environments.rar and looked at the pdf and noticed the Icon Bitmaps and Entry.erf that are mentioned in the pdf are no where to be found in the packs here. I don't know if that is what is making it so that I can't use the tileset or not, but any clarification would be great.
Posted by BenWH at 2008-07-04 03:23:55 Voted 8.50 on 03/14/08
Yep sorry - the work gets it, unless it's a recognition award, in which case the person gets it (if that makes sense) _________________________ Works of B G P Hughes: Link
Posted by BenWH at 2008-04-24 22:01:01 Voted 8.50 on 03/14/08
Congratulations, this work has been nominated for the 2007 Best Tileset Golden Dragon Award. Robinson Workshop are also nominated for the Community Contribution Award. _________________________ Works of B G P Hughes: Link
Posted by Indira Lightfoot at 2008-02-15 09:08:15 Voted 10.00 on 02/15/08
I have used this absolutely great tileset on and off for the last two months. Just forgot to vote, so here you go! :) _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...
Posted by Will918 at 2007-12-05 17:54:16 Voted 10.00 on 12/05/07
Amazing work. It is currently part of the PW of Skullport.
Posted by E.C.Patterson at 2007-11-06 07:08:16 Voted 8.25
Those weird symbols (�º �º �º) are supposed to be smileys: :) :) :)
(I typed my message in Word and it converted my typed smilyes with graphical versions, which converted back to these symbols when I posted here.) _________________________ E.C.Patterson Gaming Parents Studios
Posted by E.C.Patterson at 2007-11-06 07:05:16 Voted 8.25
Hi Baron: Tried to register on your board to post the screenshots but am repeatedly told that "The confirmation code you entered was incorrect"...
In any case, the link I provided does work. You can download a rar there containing several screenshots showing some gaps and the tile that I cannot find in the tile pane.
As for the icons, none of the 3 NX1 rars contain the icon files as far as I can tell.
Now, I¡¦d like to make an official request if I may : could you please add (before my mod is ready for release in the next 8 weeks or so �º �º �º ) a tile with just a chasm corner (and a black ceiling of course) (CXXX, I think). The reason for this is that when two chasm wall tiles are placed perpendicular to one another, with the texture facing outwards, there is a huge gap at the corner and in the ceiling. So far, I¡¦ve been trying to hide that gap with tinted rock face placeables but without great success.
Also, I saw another tile that needs to be fixed (unfortunately I don¡¦t have a screenshot right now): it¡¦s the tile with a straight narrow ledge against a full rock wall on one side and an open chasm on the other, that connects to tiles on either end of the ledge. The problem as I see it is that its ceiling only extends over the ledge, but not over the chasm half of the tile, leaving a half-tile sized gap. (I hope my description is clear enough!)
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone