You are here

NWN1 Revamped

170 posts / 0 new
Last post
Tonden Ockay

Ok I had created the square tower so that it doesn't go all the way to the edge of the tile, so when you place a building next to it there is a gap between the two.

 

Screenshot or the gap

 

 

 

This Gap is wide enough so a player can walk between the two.

 

So if I was to change it so that the tower would go all the way to the edge of the tile then there wouldn't be No Gap between the building and square tower when placed next to each other

 

No Gap can be seen in the following picture

 

 

 

 

I just wasn't sure which would be the better way to go. I like the looks of the gap , but at the same time if they are both side by side then they could be connected on the inside as well if the creater wanted them to be.

 

I'm currently playing around with it and see how it works with some of the other tiles.

  • up
    100%
  • down
    0%
Tonden Ockay

 

I'm currently working on Wall Crossers now

 

 

 

 

 

I would like to rework the Rural Stone Wall Crossers so that they match these. I feel it would help with modules that use the stone wall crosser in the rural for the outer wall of a city.

  • up
    100%
  • down
    0%
Tonden Ockay

 

Yes this is a revamp of the Standard City Tileset

It's all coming together slowly

 

 

  • up
    100%
  • down
    0%
quevy

Very nice :)

  • up
    100%
  • down
    0%
Tonden Ockay

I had changed the wall crossrer gate for the Standard City Tileset some time ago, but I didn't have a new texture for it. So I had a little bit of time between soccer games today so I took a barrel texture and changed it up to work for the new gate I made. I then took a screenshot of the new texture and after doing so I decided to take out the override hak to see what the standard city looked like without NWNR. Well you can see the difference in the following two screenshots.

The following two screenshots are of the same area one with NWNR City override hak and one without.

 

 

 

 

 

I really really love how much of a differenece NWNR is making with the standard tilesets.

  • up
    100%
  • down
    0%
Draygoth

Amazing work. This will be used.

  • up
    50%
  • down
    50%
Tonden Ockay

I was looking at some pictures I had in some folders on my computer today that I had taken but never posted yet. So I thought why not post them.

So here is another set of screenshots I took of the Standard City Tileset. The first being of just the standard tileset and the second one of the standard city tileset using NWNR. Again they are of the same area with no other changes other then adding the NWNR override hak.

 

 

 

 

That area is the tileset only no placeables or lighting has been added yet. Can you just imagine what it could look like in the hands of a module creator that really knows how to use lighting and placeables?

 

Edit: Any way this is why I love overrides because you can take an old module using older tilesets and give them a really nice make over. Yes some modules (Not All) will have some things look out of place, but as a player and custom content creator for me the trade off is well worth it.

  • up
    100%
  • down
    0%
Zwerkules

I have to say the original wall gate looked better (with different textures). You have simplified the door shapes too much and whatever you do with the doors, you should at least keep their shapes the way they are. It is possible to use those doors outside of this tileset, so the chance you break something is pretty high if you make such a drastic change to them. Also the TNO wood texture of that one door sticks out even more than if you had kept the original one. For generic doors you should also check the 2da file if the doors are supposed to let people look through them and don't change those doors to ones you can't look through.

You also should be fair to Bioware and use the higher resolution textures. The city tileset never looked that bad for me as you show it in your screenshots. The game comes with different texture packs and there are textures that are 512x512 while the ones used in your screenshot are probably only 256x256.

 

  • up
    100%
  • down
    0%
Tonden Ockay

Hi there Zwerkules

 

I gave your post a thumbs up because I like to hear your thoughts and I really respect your opinion. Plus you did bring up some nice points.

 

That said I remember a wise man telling me once to create what I want and don’t worry about trying to create stuff for other people who more then likely won’t use it. This is why I went with the solid wood door that is the same height as the walls. It’s because I really like the looks of it and it doesn’t change the walkmesh. I’m not saying it is perfect for every module out there, because to be a hundred percent honest most of the things I create never will. I know and understand this, so I got to the point I could create what makes others happy, create little to nothing, or create what I want.

 

I didn’t like the doors being metal I wanted them to be thick solid wood doors. I also didn’t like them being taller then the walls.

 

So I decided to take the advice someone I really respect gave me and create what I want to use and look at all the time.

and

I want overrides for the standard tilesets that look the way I want them too, since I will be looking at them while I play the OC and other modules / servers.

But I truly like hearing your thoughts and opinions because you have pointed things out to me in the past that I never thought about, plus I love your work.wink

  • up
    100%
  • down
    0%
Tonden Ockay

Ok for starters I'm still creating this using 1.69 and not EE 

I did turn up everything in game that I could find to turn on/up then I took two more screenshots so this is the best I can do for both without lighting and placables and what not.

 

 

  • up
    100%
  • down
    0%
Zwerkules

I think you should set the ambient and diffuse of the bottom of the walls to 1.0 1.0 1.0, unless it already is and the texture of the bottom doesn't match the texture of the upper part of the wall in that case you should make them match in tone.

 

  • up
    50%
  • down
    50%
Tonden Ockay

Thanks for seeing that Zwerkules

 

But ya its already set to the same. I have played around a little with it, but the problem I'm having is with the slant on the walls. Where the wall slants in it is changing in color due to the sunlight. If you look at the tower on the right side the bottom matches the top. The tower is set up the same as the wall, as is the Good Castle. Now I didn't have that problem with the Good Castle but the wall doesn't slant in.

  • up
    50%
  • down
    50%
Empyre65

I think it looks fine as-is. It looks like there is moss or something growing on the bottom part of the wall. So, it's extra detailing for free.

"Never laugh in the face of a live dragon." - Bilbo Baggins

  • up
    50%
  • down
    50%
Tonden Ockay

I created a Project Page for NWNR with the first download for players

  • up
    100%
  • down
    0%
Tonden Ockay

Hi all " Tauredor " reported an error with a model and texture with NWNR_CE overrid hak, So I fixed and reuploaded a new copy with the fix

 

This was the problem:

 

 

 

Which has been fixed:

 

  • up
    100%
  • down
    0%
Tonden Ockay

I have started on an override for the Standard Castle Tileset, that said I have only just started, so I have a very long way to go. As you should beable to see it will have ceilings, which I'm creating from scratch.

Nothing you see in the screenshot below is 100% set yet. It's my first round with my first tile for the tileset. So I will still be doing a lot of tweaking until I'm happy with it.

 

 

  • up
    100%
  • down
    0%
Tonden Ockay

If anyone thinks that they would like to help with this project please contact me here on the Vault.

You could work on a whole tileset and I help out or you could add to that I'm doing.

 

  • up
    50%
  • down
    50%
Tonden Ockay

I got my pillars set now, these ones are keepers

 

 

 

 

 

The floor still needs some work :) 

 

 

 

  • up
    100%
  • down
    0%
Vanya Mia

The images look very nice but as a question, why is it that you chose a course texture for the castle interior?

While many have that appearance now it's likely to have been rare that was the case. The inner wall would probably have been dressed stone at least, the vaulted roof in particular as otherwise collapse was likely. The original textures are a good example if not a very good texture of what they might have looked like and would have been covered with tapestries against the cold even then - though this feature could be left to the use of placeables it's something that could be built in if you were inclined.

The walls were quite often coated with a smooth plaster and painted, in fact this was often done on the outside of the keep containing the main living quarters as a weather defence, or concealed by studded wood panels which would probably be decorated too. The inside of the Vatican as a very well preserved example of the plastering but there are more than a few surviving examples in Britain, not least the royal palaces and Houses of Parliament. The frequency of pillars inside is also completely inaccurate outside of the need to support a vaulted stone roof, which was not as common as the use of wooden beams and tiles.

It may be just me but I've always thought it a shame that the tilesets didn't reproduce this and have often used other tilesets, like Chandigar's Gothic Interior, to represent the interior of castles instead as a result. This is a fantasy environment I know so reality doesn't have to restrict custom content, and I've a very fussy opinion on this born of my origins and interests, but it would be nice to see.

"I took Skill Focus: Craft Disturbing Mental Image as my feat last level." Belkar, OOTS

  • up
    100%
  • down
    0%
Tonden Ockay
Hi there " Vanya Mia "
First thanks a lot for your insight.
You went over a lot of things so I will try to cover all of it.
The images look very nice but as a question, why is it that you chose a course texture for the castle interior?
I used the same texture that was used on the Good Castle for the standard city tileset so that they would match. 
While many have that appearance now it's likely to have been rare that was the case. The inner wall would probably have been dressed stone at least, the vaulted roof in particular as otherwise collapse was likely. The original textures are a good example if not a very good texture of what they might have looked like and would have been covered with tapestries against the cold even then - though this feature could be left to the use of placeables it's something that could be built in if you were inclined.
I wasn't back in the say 800AD or even before that, So I my self can not say for sure what everything looked liked. That said I do know that they have made claims that the inside of some of the Churches during that time would have had the walls white washed. Which I found interesting
The walls were quite often coated with a smooth plaster and painted, in fact this was often done on the outside of the keep containing the main living quarters as a weather defence, or concealed by studded wood panels which would probably be decorated too. The inside of the Vatican as a very well preserved example of the plastering but there are more than a few surviving examples in Britain, not least the royal palaces and Houses of Parliament.
I'm currently working on the Standard Castle Interior Tileset which has the following Terrains
-Corridor
- Doorway
- Erase Jail
- Library
- Rich
- Stone
- Storage
- Wall
The first tile I decided to start with was a tile from the Stone Terrain, which is why I went with stone everywhere
However you do bring up some good points which are some nice ideas for me to keep in mind, when I start on say the Rich Terrain.  
The frequency of pillars inside is also completely inaccurate outside of the need to support a vaulted stone roof, which was not as common as the use of wooden beams and tiles.
I can't add or up the frequency of pillars (even though I agree with you here) because this is an override for the Standard Tileset and I can't change the walkmesh.
I have read that a lot of castles would have the main floor made of stone and then the upper floors made of wood. That being said this is a tileset for a game that is hard to have both. So this is still something I have been thinking a lot about. I have been thinking of doing the Castle Interior Tileset 1 with stone floors and the Castle Interior Tileset 2 with wood floors. However I also had other ideas for Castle Interior Tileset 2. So we will see when I get to it.
It may be just me but I've always thought it a shame that the tilesets didn't reproduce this and have often used other tilesets, like Chandigar's Gothic Interior, to represent the interior of castles instead as a result. This is a fantasy environment I know so reality doesn't have to restrict custom content, and I've a very fussy opinion on this born of my origins and interests, but it would be nice to see.
I understand what you are saying I lived in Germany for 3 years and I got to go look at a lot of different Castles from Germany, France, and England while living over there.
That said I also know that this is a Fantasy game that is based off of Dungeons and Dragons and that fantasy and real life don't match up most of the time.
Again you bring up some good points/ideas that I will keep in mind as I'm working on this tileset.
 
  • up
    100%
  • down
    0%
Tonden Ockay

I just wanted to let everyone know that I just uploaded a new copy of the NWNR_CE hak that is like 1/4 the size. I somehow had TGA files in the hak when they were not needed , because it already had DDS files.

Anyway the hak is not a lot smaller.

  • up
    100%
  • down
    0%
Vanya Mia

I'm not an expert by any stretch of the imagination, just an avid amateur, and as you say - no one now was around at the time. All we really have is descriptive texts and imagery plus castles of the middle ages would have been predominantly wooden constructions of a motte and bailey style anyway. We've a small church of 800 to 900 AD a couple of miles away which has plaster and the ruins of a 12th century castle less than a mile which has no evidence recording any. Plaster and panelling could have been added later, naturally and tapestry covers could account for it, but paintings of the period seem to show decoration of interior walls.

I can see why you would like to minimise textures and going for the exterior ones might help and I guessed the walkmeshes might be the reason for keeping all the pillars. Even though the damn things clutter the rooms. But yes, there is room for a greater variety with the other room textures rather than essentially repeating the same wall with a slightly different shading.

You're completely correct with your understanding of upper floors too. I think it's possible the impression people have of castles being constructed from high vaulted chambers comes from there when if you study most you can see where beams would have been in place to support ceilings that were not really any higher than those in modern housing. The exception being great halls where they might simply have a solar perhaps, and religious buildings. It's easy enough to reproduce with placeables so the fact that floors have to be uniform isn't an issue.

But I will stop chattering on! It's your project and keep up the good work. These are just some suggestions as you had asked. smiley

  • up
    100%
  • down
    0%
Tonden Ockay

No I love to hear others thoughts, so thank you for yours " Vanya Mia '

 

The work I'm currently working on are overrides of the Standard Tilesets so I don't have the freedom as I would if I was making a total custom tileset. 

At first I hadd thought of going with wood ceilings and floors, but I thought that it might be too much of a change for some modules and a lot of times the main floors were made of stone. So I can't have stone floors and wood ceilings or it wouldn't match when you went to the upper floors of a castle where the floor would be stone, because the same train is used for the upper floors as well. 

If I had my way the first and lower floors would be made of stone and the ceiling to the first floor would be made of wood. While all the upper floors would have wood for the ceilings and floors.

As for the pillars I really don't think the Standard Tileset has even close to enough of them. That said, if a builder watches what they are doing they could still make sure there isn't large open areas with no support. However not all builders think of this. I just can't add pillars to tileset that don't have them for an override because it would then change the walkmesh and wouldn't work with older modules.

That said I plan to create addons in the future for these tilesets and at that point I could create other terrains for the Castle Interior Tilesets which could have wood floors and ceilings. These trains then could be used for upper floors with new future modules.

I'm keeping the walls stone for the stone terrain, I'm going to look into a few things to do with the walls for the rich terrain and see what I can do with it. The rich terrain would be one that I could see something more being done with it.

I do think alot about this kind of things my self, but I also know when cre

  • up
    50%
  • down
    50%
thirdmouse

(Just a minor note, I think you guys are talking past each other, hehe. Vanya is saying "too many pillars" and Tonden is saying "I can't add more pillars :( " )

This is looking great, you've made so much progress! I think this will work best with the OC and old modules that don't use much decor (which could get buried in model changes), but you already know my preference for "lore-friendly" overrides :P I'd have no problems converting this to non-overriding and using it alongside the standard as a nice alternative, though, because it's looking pretty sweet :) (Don't kill me, ha!) 

  • up
    50%
  • down
    50%
Tonden Ockay

I have plans for creating a standalone version say NWNR 2.0 one day down the road. So if you would like to help me with that " thirdmouse " I would welcome any help.

However I'm currently working on overrides for now, because I only have so much time.

 

  • up
    100%
  • down
    0%
The Amethyst Dragon

You're doing a lot of great work here. It's obvious a lot of thought is going into everything you add and alter.

I'm in the midst of updating a few textures for tilesets I've already made heavy use of, and your castle interior is looking promising (since I haven't really done much with that so far).

I did a reskin of the city exterior a long time ago for my PW, but I could definitely see merging in some of the changes you've made to alter the landscape with more than just coloration.

At the start of the thread you mention revamping placeables. I did a little of that with a couple of the CEP placeables back in the day for the tavern shelves full of bottles (CCC - Feb 2015) and the old merchant signs, and I'm open to having more such updates to the CEP as time goes on. Basically making it so that builders don't have to do anything to update to higher quality stuff (because the new stuff would fit already-written descriptions, take up the same amount of space with the exact same positioning, and serve the same exact purposes).

- The Amethyst Dragon
---------------
World of Aenea (The origin of almost all my works.)
My NWN Works: The Complete List (120+ entries...You want this stuff.)
CEP 2.63 (Oh, this? Just a little something I've been working on since 2014.)
------ Neverwinter Nights Community Site: The Unofficial Homepage for NWN ------

  • up
    100%
  • down
    0%
Tonden Ockay

Yes I started with the City which I would like to make some more changes in the future, but its off to a good start I think.

I have just started on the Castle interior to have it match/blend well with the City Tileset I started with.

After that I would like to do the Rural followed by the Forests. 

I then would move on to Mines,Caves, Runins and so on.

I want to do all the tilesets for the OC first once those are done I will see where I go from there.

But yes my goal is to create overrides for players as well as create haks for builders to beable to change their modules without having to recreate all their areas from scratch using a total custom tilesets.

 

As for placeable I would love to see all the standard ones reworked to match/blend well with what I'm working on now. So with everything I want to do it would be nice if I got more people to help with the project so that it could move along quicker. But the over all key for me is to keep it all looking good and matching/blending well with everything

 

Those bottles and signes do look a lot better then the old ones, but yes work like that is what I want to see done with the standard placeables.

  • up
    50%
  • down
    50%
Tonden Ockay

 

 

 

 

 

  • up
    50%
  • down
    50%
thirdmouse

Of course, stick with what you've got the motivation and vision for ! I just wanted to comment that even those of us that might want to stick closer to vanilla in terms of overrides can easily make use of these if they like the look. I know we're not your target audience in that (and target audience should be yourself :P ), but no reason to pass it up if you've got a use for it elsewhere in your module ! I made a test non-replacing version for myself today and other than a water texture I seem to have lost along the way and my toolset crashing in wine every time I erase a tile (hehe) it all seems intact :) 

 

I suppose we'd want to do some walkmesh fiddling to take advantage of those shiny Good Castles for a real "new" thing, but a straight batch rename is simple enough, hehe.

  • up
    100%
  • down
    0%
Tonden Ockay

Don't get me wrong one day I would like to create total custom tilesets that don't override the standard tilesets, because I have lots and lots of ideas floating around in my head :)

However I'm only one person and I want to start out creating something I can play and have fun with soon as possible. This is why for me overrides work best, then once I have enought done I can use all I have as a starting point for the custom tilesets I would like to build. Plus I get to play around and enjoy the overrides until I get that far.

Bu no please use the work I have done in whatever way makes you happy " thirdmouse ". I just hope you enjoy it as much as I will :)

 

  • up
    100%
  • down
    0%
Tonden Ockay

The Amethyst Dragon

Years a go I used to love CEP 

However over the years I learnt how to retextures things and then later create content and I have became less of a fan of CEP. 

The thing is that the quality isn't the same across CEP.

Everything doesn't match/blend well together or even with the tilesets for that matter.

 

My goal is to not only update the looks of the standard tilesets but to also get them all to match/blend well with each other so they look like they belong together. I would love to see this from CEP as well.

 

I also wish it was setup more with say

 

Top.hak

placeables01.hak

placeables02.hak

items01.hak

items02.hak

creatures01.hak

creatures02.hak

ceprural.hak

cepforest.hak 

and so on, you get the point. I would like it a lot more if people could just pick and chose which haks they want to use instead of all /mostly all or nothing.

I think the idea behind CEP is really really good. but I think it just isn't setup the way I feel it should be. I feel with the right changes it could be something really greate. If I was the head of it i would go through and change all the placeables and creatures for sure. I know that you can't change the names of the haks and keep it compatable with older modules. 

But its your project and I have my own :)

So you need to do what makes you happy and what you feel is best for your project.

However all that said if you want to use the work I create go a head. I hope others use it and enjoy it as much as I will. :)

If you have any question or need something just let me know, I enjoy helping others.

  • up
    50%
  • down
    50%
Tonden Ockay

I was using NWNR_City on a private server and I was really liking the way it was making the city area look.

  • up
    100%
  • down
    0%
Jedijax

Have you thought about changing the actual door? Since the arch overhead is round, it would be more logical to have the door's top be round as well.


  • up
    50%
  • down
    50%
Tonden Ockay

Hi there " Jedijax"  and thanks that is something I could look into doing.

By the way are you still working on tilesets your self? I know a few years back I really liked the forest you were working on and that helped to push me into learning how to make custom content.

  • up
    50%
  • down
    50%
Jedijax
 
 

I stopped working on everything NWN for the moment because I'm waiting to see how the EE turns out. Given many new resources are being introduced, it made sense to wait and see before making any further changes. Have been working on all original assets for years now, but none of them are really finished, because I go in a tile per tile basis, and test as I go along playing modules. If you recall, the forest override was released specifically because you asked for it, and I made sure it didn't include any work that wasn't allowed for re-distribution. That's another issue. Since it's been a labor of years I can't exactly recall whose model or textures are present here or there. I've been commenting here and there on your work as well, sharing where I went the same/different route in my own overrides. Your city blend is very similar to mine, only I'm leaning more towards Nymburg where you've used more Medieval City. My take on city is more inspired by The Witcher's rural city style. I've also had plans for some time now to integrate elements from Conniferous/Mountain forest into the original forest tiles.

 
  • up
    50%
  • down
    50%
Tauredor

I stopped working on everything NWN for the moment because I'm waiting to see how the EE turns out.

this situation is so similar to the situation before the release of NWN2 :))

  • up
    50%
  • down
    50%
Tonden Ockay

"I've also had plans for some time now to integrate elements from Conniferous/Mountain forest into the original forest tiles."

This is something that I have been thinking alot about as well.

  • up
    100%
  • down
    0%
Tonden Ockay

  • up
    100%
  • down
    0%
Jedijax

Depending on the scope of your project, I would suggest also changing trees to Helvene's variants, or at least, Q trees. I wouldn't usually mention it in a re-skin effort, but you're also modfying models to make it look nicer, so...

  • up
    50%
  • down
    50%
meaglyn

Hey Tonden, this is looking really good!

  • up
    100%
  • down
    0%
Tonden Ockay

the two trees to the left are placeables on the World of Torr PW server I was trying my hak out on. Now the tree in the back on the right is part of the tileset, which are the same trees that Zwerkules uses.

  • up
    50%
  • down
    50%
Tonden Ockay

Thanks " meaglyn" even though I'm the one putting this hak together and I'am creating some of the stuff from scratch, there is still alot of this project that are made by others. For example, the textures/reskin comes fom Zwerkules Biocity facelift. I can't remember who made the trees. That said I did create the models for the raised ground walls, wall crosser, and good castle models all from scratch.

I'm also one of a few people who have been working on overrides for players when there are a lot of people (most who are module creators) who don't like overrides for players. So this is something I think about all the time.

I love the idea of using overrides with older modules and PW servers. That said, when creating overrides that don't change the walkmesh your limited when it comes to a lot of things. There for, I'm at the point where I need to find modules and servers that I want to play where I could use my overrides. Other wise if I can't find anything that I like and I have to create my own module then non overriding tilesets would be quicker to create and have a lot more freedom for new options that just can't be done with an override. 

 

  • up
    100%
  • down
    0%
Tonden Ockay

For example here are some screenshot of a tileset (by: Baba Yaga and Zwerkules) that I really love and that can't be an override.

 

 

 

If you look in that screenshot above I'm standing in the water up to my knees. Plus if you look at the ground you can see its very uneven. Things like this change the walkmesh, which can't be done when creating in overrides to work with older modules and PW servers.

Here are two other screenshots with large rocks and a lot of trees close together, and even some fallen trees. Again things that can't be done when creating an override for the standard forest tileset.

 

 

 

Then you also have raised ground which isn't in the standard forest tileset at all.

 

 

 

 

 

Again the screenshots from above was taken from a non overriding tileset created by Baba Yagan with Zwerkule adding stuff to it. I love this tileset and to me its bar none the best forest tileset on the Vault.

 

However you should be able to see why I love the freedom that totally new tileset that don't override older ones. Yet when creating tilesets like these the only way you will ever play in them is if you create modules using them or if someone else does. But just because someone uses your tilesets doesn't mean they will use all of them or if they will even create a module you would like to play.

 

 

 

 

 

 

  • up
    100%
  • down
    0%
Tonden Ockay

Here is another screenshot I took on the World of Torr server while using NWNR_City

 

 

  • up
    50%
  • down
    50%
The Amethyst Dragon

Tonden Ockay - I really like what you're doing here. In fact, I'm working on upgrading a bunch of tilesets for my PW at once, and I'm rolling your city work into my PW's city reskin. :)

  • up
    100%
  • down
    0%
Tonden Ockay

 

Thanks " The Amethyst Dragon"

So I take it your a fan of overrides or updating the standard tilesets then? or would you still use it even if it was a standalone tileset?

  • up
    50%
  • down
    50%
Zwerkules

Question: Why did you remove the castle windows? The tileset already has too few windows, why remove even more of them?

  • up
    50%
  • down
    50%
Tonden Ockay

I added windows to it as well with the buildings on the wall., but yes I took the lower windows out because I don't like the idea of having windows so low that you can walk right up to like a house.

 

Here this shows a little more about what I did with the Good Castle tiles, Now the pic is old back when I didn't have the textures right but you should still get the point.

 

 

Plus I like the idea of using this the walls without the buildings around the out side of the castle or even a city. While having the buildings on the walls facing inside the walls.

To me I like all the different options this can now be used for. ( I like lots of options :P )

  • up
    100%
  • down
    0%
Tonden Ockay

I my self really like the looks of the new windows vs the old ones.

I also wanted the walls taller, with the windows out of reach.

I didn't want to mess up the walkmesh so I needed to keep that in mind when creating the new models.

I wanted to be able to walk behind the building that is on the wall so it needed to stick out a good bit which made it a nice fit for the tile I used for it.

 

  • up
    50%
  • down
    50%
The Amethyst Dragon

I've built a lot already, so overriding or updating existing tilesets appeals to me.

I reskinned the city exterior several years ago for my PW. I'm upgrading some other tilesets right now, so it was a good opportunity to use your updated models without having to do anything with walkmeshes (I hadn't placed anything on top of walls or good castles, so I was good to go).

  • up
    50%
  • down
    50%

Pages