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NWN1 Revamped

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Tonden Ockay
NWN1 Revamped

NWN1 Revamped (for the community by the community)

 

     Over a year ago I started working with the standard tilesets. I did some retexturing and worked on adding some newer models, but I was really just starting to learn how to use Gmax. Now that I know and understand more about working with tilesets and Gmax, I have decided to pick up where I left off. I would like to revamp the standard tilesets without changing the walkmesh. This way players and builders a like could use this work to play or update older modules and/or PWs. I feel that the finished product will look good enough that even people who are starting to build/make modules/PWs today might decided to build with the standard tilesets using this project.

 

- First I want to retexture the old standard tilesets.

- Second I want to update some of the models in the standard tileset to give them more or a medieval (Kings, Queens, Knights in shining armor) feel/look.

- Third while doing this I would like to try and get all the standard tilesets to blend together better (grass, trees, roads, and so on).

- Another thing I would like to do with the standard tilesets is to add some new features for future builders.

 

I would like to make this a Community Project. So anyone who would like to help please feel free to do so. I have and will still ask to use work that others have done for NWN1 to help give me a base/good place to start from. By not having to start from scratch with everything will help save time on some parts of the project.

 

I have started working on the standard city tileset and I used Zwerkules NWN facelift hak for a base to start from. I really loved all the texture work he did. The stone work at the tops of the walls and the rails along the wall can be found in Zwerkules Medieval tileset and the TNO tileset.

 

Now this first had some texture issues but I have since fixed them. The reason why I'm showing you this first screenshot is to show how I made a bridge that connects the two large towers.

 

 

 

 

Now again this is the standard city tileset and all it has is some textuing and model changes/updates without changing the walkmesh at all. This is just the start, I have plans on updating the wall and castle trains, along with a few othe things. Then some time in the future I will look into adding some new features to it as well.

 

 

 

 

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Nick the Noodle

This is looking awesome yes.

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TheBarbarian

Gorgeous. yes

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Symphony

I really like this, and I'm really doing the exact same thing, because you said someone should do it, but you couldn't because you were working on Dark Sun. I started like 2 weeks ago. Would you like to team up?

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Siz

I would really like to see some winter tileset revamped sice I am more of a Q than CEP guy to build, It's hard for me to find quality that matches. So I give you a huge good luck and thank you !

 

Regards

Siz

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Tonden Ockay

    Yes Symphony I would love to work with you and anyone else who would like to help in any way with updating the standard tilesets. I have always felt that this should be a community project something that is built by the community for the community. I'm willing to do what I can when I can, but like most of us here I have a real life with a lot going on. That said I have a love for this game and would like to work on this project, because it's something I feel the whole community can benefit from new and old a like.

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Tonden Ockay

First winter is something we could look into. I have thought about winter, spring, summer, and fall befor, but this takes time. Plus some people like for one tileset that can do it all while others want winter in one place and summber in another at the same time. So I'm not 100% sure on how I for one would like to do winter, but it is something that I have thought about many times.

Now as for CEP, I'm not a fan of it either. The reason is because most of the content in it doesn't blend together at all. If I had the time I would love to work on placeables that would not only blend well with each other but also with the updated tilesets that I'm working on. That said, I'm not 100% sure how I would do it. What I mean is that I would like to make it useable by as many people as possible new and old a like. The idea I have for it at this point in time would me to make haks with the same names as CEP but with updated content in them. This would make it very easy for older modules and PW to change over and start using the new work. However there is so much stuff in CEP that it isn't even funny, so it could take some time for just one person to do all that work. Now if we could get a few people to work on this and mainly just work on the placeables from CEP then I feel there would be a lot better chance as finish a project that could work for most.

Long story short CEP was very nice back in the day. That said, so were the standard tilesets, but now they are both in need of updating in my opinion. So may be we need a CEP Revamped team, once the tilesets are done :) I really feel that the tilesets should be updated first so that the other content could be made to blend well with the newly updated tilesets.

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Tonden Ockay

So " Symphony " what all have you worked on so far?

I have most of the raised walls and features for them done. I still need to work on the walls were the buildings sit right up next to the walls.

I have also just started on trying to come up with a wall train that would match the raised walls more. I never liked that the wall train was taller then the raised walls and had a gate that was larger then the main city gate. Here is a screenshot of what I was thinking of using for the wall train.

 

 

 

 

I like this wall train more then the old one but I was wondering what others thought about it. I still needs a better door texture for the gate, the one that I have on there is just a place holder.

 

Well let me know where you are on the work that you have been doing Symphony and lets see what we can come up with so that we can both work on this together, a long with anyone else that might want to help. 

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Tonden Ockay

Anyone that would like to help with updating the standard tilesets and or CEP placeables just let us know.

 

If you think that you would like to help and you know how to do one or both of the following let us know 

- Gmax, 3ds Max, or Blender you could help with updating models

- Retexture then you could help with retexturing tiles.

 

 If you don't know how do the either but are willing to learn then let me know and I could help set you up with some video's showing you how.

 

The more people that work on this the less anyone person has to do on their own and the more likely it will get finished. Plus that we are doing could benefit a lot of people in the community.

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Tonden Ockay

I have started working on the raised walls that run along the back of the buildings as can be seen in the screenshot below.

 

 

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Zwerkules

I think you are getting carried away here. An override is an override, not an expansion or a new tileset. You (this is plural, I don't just mean Tonden) want a winter city tileset, or a spring city tileset? Go ahead and make one! It doesn't work as an override though, it should be a new tileset and as such, why not start from scratch instead of having to work with the restrictions the old city tileset brings, like a rather high raised terrain (5m) and only one solid ground terrain (cobble). I also think for an override it is not okay to change the wall crosser in height and colour. You want it to be the same height and colour as the raised terrain, okay, that is understandable, but it is NOT what the creators of the city tileset had in mind and what countless modules have been built with. I like what you did with the raised terrain, but since the walls are slightly sloped now, will sconces and ivy placeables in old modules still be where they should be or will they disappear into the wall or float in thin air?

If you are building a new tileset, you can pretty much do what you want, but working on an override there are some things you have to consider. It isn't just the walkmesh you have to keep intact, it is also the height and width of walls. You can get away with adding a few windows to buildings because there are next to no placeables that can be used on building walls (at least prior to the 1.69 patch). The changed tops of the raised terrain could also work, but there are a lot of things that won't work with the majority of old modules.

 

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Tonden Ockay

Thanks Zwerkules

    You make a lot of really good points to think about when working on a project like this. I'm glad your still part of this great community and willing to share your insight. Again these are things I and others should/will think about when working with the standard tilesets.

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Tonden Ockay

I have taken the time to really think about this project and I have to say Zwerkules is right.

 

   What I mean by this is the fact that any changes at all that are made to the models in the standard tilesets could affect a module or PW somewhere. There just is any way around it, It’s like anything in life, we will  never be able to make everyone happy, and there is no one size fits all. So the only truly safe override that won’t screw up anyone’s module or PW is a retexturing only override, because changing one little tree, fence, ledge, or whatever can screw up something for someone somewhere.

 

   This really only leaves me with two choices, finish the override I have been currently working on or scrap it and make a totally new tileset. If I finish the project I started it may work for a good percent of modules and PWs, but it will not be a one size fits all, it will not work for every module or PW.

 

   I wanted to make this for the community to use, but now I’m unsure how many people would really use it. Yet if I make a totally new tileset how many people these days are picking up new tilesets and making new modules or PWs with them?

 
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Siz

Well I can say for myself that I could use any good quality tileset, and many of my friends are building with new stuff and lurking on NWNVault daily, but not posting anything on forums or creating an accounts. I am a casual builder ( probably the worst of the lot :)) who never really uploaded any module on Vault since I never translated them - Im not sure how many guys from Poland are on our forums but my guess is not that many. NWN is nowdays the only true playground with its toolset. And believe me when I say this that more people are using stuff than you know ;) even when currently these modules are made for few guys playing them together online. In fact we can't wait for DS content to come out !

I think that this project could be a set of updated tileset like a addition - based on the vanilla but v. 2.0

It could not serve as an revamp but such a project would urge me to make NEW modules! Why always play with old things? Look at the CEP, people got used to it so much that it is hard to find module to play without it.

Im buildng with Q and made my own haks with pulled out content like CCC, CEP or Tilesets. Right now I am working on module that is located in the Icewind Dale - and away from wild woods (snow) there;s nothing with matched quality.

That's why I think this project would be ideal to make many modules come true !

I really enjoy (and not only me) your work Tonden Ockay and what you given to the community so far, don't give up on this!

 

Regards

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MonsterTrainer

Short question: How many great, but unused tilesets pile up here at the vault?

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Tarot Redhand

FWIW I would kill for a proper sewer tileset. One with an arched ceiling that your PC can walk through with both wet and dry areas. With water shallow enough to walk through leaving ripples. Even better would be one that not only had the sewer tunnels but also had cavern elements and a connection to the sewer tunnels.

TR

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Tonden Ockay

I have decieded to finish the revamp of the standard city tileset.

Why?

- It's something I have always wanted for myself

Long story short a wise man said to me don't spend your time making things for other people who may never use it, instead make what you want for you. So I'm going to continue to do so and if other people want to use it great and if not no problem because its something I want for my self.

My goal is to not screw up the walkmesh, but if a module or PW put something in a tree or on a wall and the wall or tree is now  shorter or taller then I'm sorry, because again I'm making this for me first. However I have always said that I will share any work that I do. So once I'm done with this I will upload it to the Vault so anyone who would like to use it or make changes to it can.

 

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DrA

@Tonden Ockay,

".. a wise man said to me don't spend your time making things for other people who may never use it, instead make what you want for you."

Good point - I absolutly agree (plus I'd add - do it only as long, as you have fun). The reasons:

1- everything goes better if you'll put some heart in it

2 - Because that feeling and fun are usually only "rewards" you can have nowadays - comments and votes are very sparse

3 - last but not least - I'd definitely use this reskin wink

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Tonden Ockay

I like how the stream going through the wall terrain crosser turned out.

 

 

 

 

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Tonden Ockay

OK the Z tiles are working :)

 

 

 

 

 

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quevy
I find this job to be fantastic.
 
I hope that once it's finished you share it with everyone and if you have time you can create 2 sets, one override the old tileset, and one new for people who still want to use the old tileset.
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Tonden Ockay

Thanks " quevy "

 

I just started working on changing up the Good Castle models. I was looking into making them look more like TNO High Castle. You can see in the screenshot below two towers.

 

 

I'm not sure if this is how I want it to look yet or not, but it gives me a starting point. Oh and yes I didn't change the walkmesh. :)

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Tonden Ockay

I'm looking at having a little lower walls then the TNO Castle Walls, that way the towers look a lot taller then the castle walls. The screenshot below will show what I'm talking about.

 

 

This makes the castle wall height closer to the standard city tileset good castle hight, while the towers are the same height as the TNO High Castle towers. I'm still playing around with this to see what I really like the looks of so it all could change before I'm done. 

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Tonden Ockay


I'm still playing around with the standard city tileset good castle. I'm working on a custom tile for it that is a three story building not counting the two story wall it is sitting on.

In the screenshot below you can see the building twice. If you look between the two buildings you can see the height that I currently have the good castle walls set at. Then to the right and left of the buildings you can see towers that I took from the TNO tileset. All that said if you look at the base of the castle you can see the grass hill that goes around the good castle.

 

 

I have to say that the Standard City Tileset is starting to look like a whole new tileset and I'm loving it. I really want to use this to play through the OC.

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Tonden Ockay

I was even thinking about making the buildings wide enough on top so that when placed side by side they would look like one long building instead of two buildings.

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Tonden Ockay

Ok here is more of what I was aiming for

 

One castle wall building by its self

 

 

 

 

Two castle wall buildings side by side.

 

 

 

 

This is just one tile I have been working on and its not 100% finished yet but you should be able to see what I'm going for when it comes to a castle.

 

 

 

 

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Zwerkules

Two suggestions: There could be a little more contrast between the window frames and the walls. Maybe just darkening the window frames (changing the ambient and diffuse to something less than 1.0 1.0 1.0) will be enough.

I also think it would look better if the frames of the second story windows wouldn't end right below the edge of the roof.

And a third thing: Don't forget that low camera angles are possible so you have to close gaps that are visible when someone uses a low camera angle. The sky is visible to the right where there should be the edge of the roof.

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Tonden Ockay

Thanks Zwerkules

1 - I will look into that I just took them from TNO and left them the way they were, so I could look into darkening them up. 

2 - Right I didn't like that as well, I'm also trying to keep the peak of the roof below the tower without having to raise the tower any more. While at the say time keeping the windows lined up with the top of the castle walls. That said I will take another look at it and see what I can do.

3 - Ya I closed that on the left side and forgot to on the right, I seen it after I posted the pictures. but thanks for pointing it out I could have missed it.

 

Thanks for the insight

 

 

    I have to say trying not to screw up the walkmesh and yet change the looks of the tileset so it looks like a new fresh tileset is more work then I had first thought. It would have been easier to just make a new tileset. That said, I will be able to use this with a lot (not all) of older modules and PWs. While at the same time after adding a few addons it could be somethng new builders would like to use as well. There for, even though this is more work then I had thought, it could be very useful in the end.

If I have my way there will be two haks in the end one for Players (an override hak) and one for builders (a hak with addons/new features).

 

 

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Tonden Ockay

I'm currently working on the tiles for the Good Castle in the Standard City Tileset. That said not one of the tiles are fulling finished because I have been playing around with how I want things to look without screwing up the walkmesh. So the tiles in the screenshot below are all still being worked on, but I thought I would post a screenshot any way to give an idea of how it is coming along.

 

 

 

    From the picture you should be able to tell that I have been trying to go for a 3 story castle then the roof top, with taller towers that could be 3 stories taller then the castle. However may be I should just call it a two story castle and lower the wall building a little and space the windows out a little better. Again this is all still in the works and there is a lot of tweaking that needs to be done. Once I have the look that I want, I will at that point go back and finish each and every tile.

    Oh here is a screenshot of what the good castle looks like without the hak I'm working on.

 

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Tonden Ockay

I wanted to change up the door tile to the good castle, so is a screenshot of my first go at it.

 

 

 

 

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Tonden Ockay

 

I also had a thought of putting it under one of those large wall buildings I wasn't sure which I wanted.

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Tonden Ockay

Ok I'm trying to make a round tower and here is my first shot at it.

 

 

 

 

Now that I'm looking at this screenshot I think that I should lower the bottom of that wall building a little to line up with the lower tower window. Then I could lower the upper windows to the building so that they aren't so close to the roof line.

I still have to do something at the base to make the walkmesh work. I'm thinking about some rocks or something

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Zwerkules

The oriels of the tower are too big. The tower itself isn't big enough to support oriels of that size.

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Tonden Ockay

Thanks for the insight Zwerkules

 

I don't think I can make the tower any larger and fit in on the current walkmesh, So I will need to look at making the oriels smaller in size. 

Again I can see why you said to make a totally new tileset, because I would have so much for freedom by not having to say with in the current walkmesh. I have spent hours on top of hours trying to come up with ideas to get the look that I want and to get them to stay with in the current walkmesh.

 

All that said I'm really starting to like some of the features of this castle that I'm making and I can't wait to put it in some custom rural tileset. However if I get to do that then I wouldn't be restricted to the current walkmesh which would give me so much more freedom.

 

 

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Tonden Ockay

I'm getting the Good Castle close to being done. I think I will start on the Evil Castle next.

 

The screenshot below is of the Good Castle from the Standard City Tileset. This will be used as an Override for players to use.

 

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Black Rider

Tonden: This looks very good IMO! Nice lift!

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MonsterTrainer

Groovy!

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Tonden Ockay

Thanks

 

The Good Castle has to inside corners so for the 2nd one I created a building that can be used to connect the other builders together.

 

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Tonden Ockay

I'm currently reworking the tops to the Good Castle for the Standard City Tileset. I did a way with the TNO stones on top of the wall and town, I went with the more true castle look instead with . I'm talking about the crenellation (the battlements of a castle or other building)

 

As you can see from the screenshot the top of the Good Castle is now walkable.

 

 

 

 

 

I plan on adding this Castle to the Standard Rural Tileset as well. It will be added as a new Feature for builders.

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joaquim98

Looks great, if I ever manage to get to work on my mod again I'll use this for sure, walking on the good castle tile i a veery cool adittion.

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Tonden Ockay

 

 

I really like how this is starting to look, but I just wish it was going alone a little faster. So if anyone would like to help just let me know, I could even teach you what you would need to know in order to help. wink

 

 

 

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Tonden Ockay

 

Ok the top of these round towers took alot longer then I thought they would. To tell the truth they took way too long, but I had to have them match the tops of the square towers and the tops of the castle walls.

 

All that said I really like the way they look.

 

 

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Cleitanious

I really like your good castle additions and I hope to see a release of it sometimes soon.

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quevy

All very nice, congratulations and continue like this.

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Tonden Ockay

I still have alot to do, but I have been hard at work on it every day, all that said I really like how its starting to look.

 

 

 

 

 

Oh and yes this is the Good Castle from the Standard City Tileset without messing with the wakmesh. wink

 

 

 

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Draygoth

Really looking good.

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Tonden Ockay

I just about have the Good Castle reworked for the Standard City Tileset. I'm going through cleaning up some shadows I missed and a walk mesh problem I found on top of the Good Castle.

So I should start reworking the raised ground really soon.

 

So I'm not 100% done with the Good Castle yet but I'm really really close. 

 

 

 

 

 

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quevy

I'm very curious, I look forward to other screenshots :)

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Tonden Ockay

I'm going to rework the square tower to make it a little more useful with the buildings. I'm trying to create each tower and building for the Good Castle in a way that they can be used together or a part to get different looks.

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Grymlorde

Are you planning on enabling second storey clipping?

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Tonden Ockay

No because its going to be walkable.

You will be able to walk on top of the castle just like you can on the TNO castle.

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