FK Ice Caves - Builder version
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Requirements: NWN, MotB and SoZ v 1.22 or later
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The principle behind this pack is simple - using the power of .2das, one can retexture tiles using the
standard texture files provided with NWN2 to create "new" stuff.
Note that this was done in a day, and as it suits my need, there (probably) won't be any updates - nor will this for my part develop into a full-fledged new custom tileset.
I needed this, and so created it, as I could not find any ice caves on the NWVault.
Experienced and/or gifted custom content makers may consider this a challenge to them to create something
that looks REALLY good. ;-)
What I did for these Ice Caves was simply to create new .2da entries in the included .2da files, as well
as create one new texture.
I used one of the standard snow textures, but one could also make rock caves using one of the rock
textures, sand tunnels using dirt or sand textures etc...
This is the builder version - a player version will be in a hak, and released when needed for (or, you
can create one yourself ;-)) Remember that only builders need .2da files in their override while building
(as per 1.22 at any rate) - for players they will only need a hak with these files in it.
To install, create a new subdirectory in your \My Documents\Neverwinter Nights 2\override folder - i.e.
"ice caves". Unzip all files into that, but make sure you don't have other .2da files with the same name
anywhere in your override folder or subfolders.
So, how does this work?
Simply start the toolset, select cave tiles and start painting... This SHOULD work on both normal and
meta tiles (but not all have been tested thoroughly, so some may look "weird" to some eyes).
When ready, go to the tile properties and set the ceiling, walls and floor textures to FK_Icecaves01,
and that's all there's to it, actually...
Though if you want, you can import the DayNightSet file included also. I use this in my own campaign
currently (and maybe infinitely, heh heh) under development.
Hope this is of use to some of you guys out there. :-)
@ Vyper999:
That may be. I've seen this at times myself, and have had to select tiles that best match the texture. I.e., if you have a cave part that has 3 variations, try changing from the default variant to another.
This was never explored to its limits. As I've said in the description, I needed such a "tileset" for my (ex-)mod, and so I came up with this. Unfortunately that mod died (suddenly received a lot of error messages and crashes in the toolset), and I've begun a new - and so far, I've had no use for this yet. Most likely I will, though, so it may be that I'll look more into it at a later stage.
Anyway, thanks both for downloading and the vote. Feel free to expand on this if you want to. :-) _________________________ best regards,
fk
Posted by Vyper999 at 2010-06-19 22:45:31 Voted 9.00 on 06/19/10
Hey guys,
Firstly, great mod! Nice job.
Iv loaded the textures but im having a small problem.
The floors arnt completely white, the brown colour of the standard cave tile is still showing through.
Any ideas why?
Posted by Qrizz at 2010-05-12 02:51:48 Voted 10.00 on 05/12/10
Cool ... _________________________ Qrizz
Middle Earth Arnor PW Link
This really is very cool. (Ha ha! Get it?!) I'm not a moder, but just knowing this can open up lots of possibilities if I ever took it up.
Posted by Luonnotar at 2009-07-14 10:45:14 Voted 9.75 on 07/14/09
well done! _________________________ ::RAWR::
Posted by kamal at 2009-07-13 07:39:22 Voted 10.00 on 07/13/09
Does something the toolset wasn't really designed to do, and opens up a lot of possibilities. 10 _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by Wyrin at 2009-07-13 05:24:57 Voted 9.25 on 07/13/09
Always thought this would be a good thing to do - new tile skins rather than new tilesets themselves. Good job, and hopefully we'll see more _________________________ Wyrin
Posted by JasonNH at 2009-07-12 14:06:39 Voted 9.00 on 07/12/09
Good pointer, thanks for sharing.
Posted by Zodiac at 2009-07-12 13:47:23 Voted 10.00 on 07/12/09
Looks great!
Icicles and with frozen bodies of water would look good in the frozen caves/mines.
More suggested mines/caves overrides to create:
Sandstone like mines/caves.
I suggest having different support beams structures formations for the mines/caves.
Exotic stone, precious metal or mineral caves/mines that look like what they say they are:
Mithril, adamantine, silver, gold, salt, limestone, glowing brimstone, crystal, diamond, ruby, sapphire, emerald, opal, and more.
A coal mine would be great too, with lots of soot everywhere.
You know, tagging this as MotB and/or SoZ v. 1.22 is probably just bollocks. One can easily use any version for this, the only requirement is that the texture one want to use exists in the game type that is installed. _________________________ best regards,
fk
Posted by Knightmare at 2009-07-11 20:00:14 Voted 10.00 on 07/11/09
This is a sweet discovery! Thanks for sharing. I've already made a handful of alternate cave tile textures (dirt, rock, cliff, etc.). Nice work!
Posted by nicethugbert at 2009-07-11 18:25:06 Voted 10.00 on 07/11/09
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