Baron's Adobe pack is a small pack of placeables for desert settings, drawing influence from Morroccan architecture it includes 10 or so buildings and another 10 or so wall placeables for desert villages. Its at present a smallish pack that I am likely to expand in future but I see no reason not to release it now.
Contents:
The RAR files should contain the following files:
rws_adobe.hak:
place this file in your "C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak" folder it contains all the textures and models required for the set.
rws_adobe_2da.hak:
place this file in your "C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak" folder it contains all the 2da files used by the tileset
Placeables.2da
An override of the OEI placeables.2da file. Note: You should not need this file in your override to build with this set. The toolset now recognises this file from within the hak. The file is provided loose for the convenience of those who need to edit their 2da files.
adobe.erf
This is an importable file that has already got the placeables in blueprints for your use.
Adobe.mod:
This is a small walk through module showcasing the features of the Barons Adobe set. It contains no encounters. I suggest you open it up in your toolset and take a look.
Installation instructions:
Note to builders:
The 2da files listed separately above should NO LONGER required to be in your override directory if you plan to build with this tileset...it is not necessary to have them in your override to play or build any mod that uses this tileset provided the player has the 2 hak files located properly.
Dont forget to associate the hak with any modules you may be building by: (excerpted from Heeds Article at Link )
"Opening your mod in the toolset and go to View --> Module Properties. In the properties tab you will see a listing for hakpaks. Click on it. A new window will open. Click the Add button and a new entry will appear on the top right. Click where it says FileName, navigate to your C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak folder and choose your hakpak. Press
OK, save your module and you're done."
CREDITS:
Geometry & Textures: Eric (Baron) Rosendahl
Sources for some textures modified for use in this set:
Link
Permitted use:
This product is free for non-commercial usage in neverwinternights 2 only. original content remains the property of Robinson Workshop. Original textures from credited sources (even if modified for use in this set) remain the property of those sources.
Those three were essentially easter eggs. they didnt fit in with teh theme of the pack but I wanted to release them :)
Posted by MikeLM9215 at on04/19/10
What we were missing to make desert towns and villages. Now if we had a mosque, a palace and a minaret, we could do Calimshan and al-Qadim. BTW, the erf didn't include the tower inn or inns 03 and 04. Hope they weren't put in the hakpack accidentally, I used the tower inn in my module with 9 of the 10 adobe buildings and the adobe well. _________________________ The road to Ravenloft is paved with good intentions.
Posted by davisgames at on04/17/10
Awesome stuff you have created here. I love it.
Posted by Psionic-Entity at on04/17/10
Amazing work, definitely a must-have for any desert city.
Posted by baron at 2010-04-1713:04:43
Tupoun - place comments in the link above
Posted by Tupoun at 2010-04-1710:48:24
Beautiful desert buildings! I would like to vote 10 for you, but I found some errors. When you probably chamfered some edges, many of them, you used complicated models , not basic ones, and the edges of the buildings are now in and outside the model and it causes also the problem with missing polygons at some parts. It would be also nicer to try smooth the edges of the buldings. I suppose, according to the edges, that you've intended to do so, but you could export the model with "Smooth group" set to 100, to have round corners at the buildings? And then imported it again? Because the import scripts always set all smooth groups back to 45 and you have to set the smooth groups back to 100 manually always, when you're using the export/import NWN scrips. I did not voted yet, but I'll surely do. I could send you some screenshots, if you like me to do to show the errors, just use my email in that case. No criticism I just spotted that you do not use the smooth groups on polygons on your tilesets and here.
Posted by nicethugbert at on04/17/10
NEAT! But, why do the joists stick out past the exterior walls, and so far too? Don't they know that they're just inviting theives to stroll in? _________________________ NTB's Hills and Valleys Vol. 00
Posted by loki12345 at on04/17/10
Awesome, as usual! Great Modeling, wonderfull textures, a absolutly must-have and the first real oriental/desert stuff. Thank you very much! _________________________ GER] Zauberwald: the ultimate german persistent world for NWN1 Feline Fuelled Games: The best Place for German Singleplayer Adventures with NWN2. New: The Shaper of dreams in english. Check it out! LOWKEY-MUSIC: Music for Film, TV, games and more.
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