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NWN1 Revamped

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Tonden Ockay

When I started on this project one of the thoughts I had was that module and PW servers could use it to update their work with out having to recreate everything.

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Tonden Ockay

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Lady of the Cats

Thank you, Tonden!!
I'm a big fan of Project Q as well as improvement on old tilesets for NWN1. We have decided not to go with EE and very pleased to see such beautiful work that we're going to try out as an over ride! 

CailSailX and I just finished with walkmesh issues and I have uploaded Ultimate Beds 105
https://neverwintervault.org/project/nwn1/hakpak/combined/ulimate-beds-1...

I've started a project with AoD in retexturing placeables but we've had to take a break. Hoping to finish it this year and upload to NWN Vault.
Yes, I'm a diehard player of NWN1 as its the best with (still) a great bunch of people. 
I always look forward to seeing what CCC comes up with every month. Such talented people!

Thank you for your time and for keeping NWN1 alive!

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Tonden Ockay

Thanks " Lady of the Cats

 

I really love the idea of having all the standard placeables reskined with better looking textures. I can't wait to see your's and AoD's finished work with it. 

 

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Qlippoth

I have a quick question:

I can't find my notes, but some of the gates in NWN are missing a kind of spawn/close animation? At any rate, if your destroy a gate or door, it is possible through scripting to replace it again. And some of the doors/gates will not reappear if they are destroyed and replaced, unless the player leaves the area or far enough away to redraw the door properly.

I'm working on a module that needs this for some of the doors/gates that are affected.

I should probably just bug Beamdog to fix it in NWN:EE... :)

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Tonden Ockay

I have just started playing around the the standard TNO tileset and I have only added one tile so far.

 

 

 

 

The tree is from Zwerkules Nature Pack hak.

This is 1.69 I haven't yet started working with EE yet. 

 

 

 

 

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Tonden Ockay

Sorry Qlippoth I havent had this prolem my self. 

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Tonden Ockay

Standard TNO Tileset

 

 

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Tonden Ockay

I really like how this NWNR or the Standard Tileset is coming a long.

 

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Tonden Ockay

I made in update to the NWNR City tileset (Thanks to Zwerkules it doesn't lag with Large modules or PW servers any more)

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Tonden Ockay

When I added the fixes to help with the server and large module lag, a few older tiles got mixed in. So I found one tile with a messed up texture and another missing the lower part of a building.

There for I'm uploading a new copy with those fixes now.8:23pm EST 3/18/2018

 

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Tonden Ockay

If anyone finds any problems with NWNR_CE please let me know so I can get it fixed thanks.

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cervantes

Nice job on the revamp Tonden!! I did find some minor errors tile tcn01_h07_01 the new wall door has no texture, tile tcn01_p01_01 rubble wall not textured, tile tcn01_e20_01 castle walkable roof needs to have the tilefade set to 0 as it disappears while walking on it.

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Tonden Ockay

First thanks a lot for pinpointing out the bugs you have found so that I could fix them.

I think you may have one of the older copy of the hak

 "tcn01_h07_01 the new wall door has no texture" - This is showing up and working in the copy I have and I think it was fixed a few uploads ago.

" tile tcn01_p01_01 rubble wall not textured" - Again this is showing up and working in the copy I have and I think it was fixed a few uploads ago.

"tile tcn01_e20_01 castle walkable roof needs to have the tilefade set to 0 as it disappears while walking on it". - Now this tile was fading and I just fixed it so I will upload a new copy of the hak today. I missed this because I always play with fade off and forgot to change it to check this tile out, so I'm sorry about that.

 

Thanks again " cervantes" for the help 

 

 

 

 

 

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cervantes

All those things I mentioned where from the hak NWNR_CE_Bak I download yesterday unless that was an old copy of someold tiles that got accidently included.

I am not sure your adding stuff to the tileset or not or just goning to continue modifying orignal tiles but if you are adding I have copy of a a retexture I was working on but never finished it contains some new tiles as well as some modified tiles if your interested.

Just downloaded and took a quick look at your newest upload and all is well I probably grabbed your old hak.

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Tonden Ockay


"All those things I mentioned where from the hak NWNR_CE_Bak "- I'm so glad that you said that because NWN_CE_Bak is an older file. I must have uploaded the wrong one the last time. I have deleted all the old one, so only the Newest Version is uploaded.

 

Yes I would be very interested in the modified tiles you have. I would love to look them over.

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cervantes

I have to ask a question has the raise/lower terrain been completed because if it has you missed 3 tiles tcn01_o12_01, tcn01_j09_01 and tcn01_j10_01.

The tiles you would be interested in are they only the modified tiles or additions as well.

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Tonden Ockay

Thanks again  cervantes

I have found more tiles jacked up, everything got screwed up when I fixed the lag problem so I'm going to go through each tile one by one and try to get this hak fixed. 

I should have everything fixed with a new copy with in the next few days.

 

I would be interested in both

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Tonden Ockay

I have already started fixing the NWNR_CE.hak

I have been going going tile by tile for all the ones I have changed. It's not how I thought I was going to be spending my night, but hey it needs to get done.

 

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Tonden Ockay

As I'm checking out all the files in the NWNR_CE.hak I created an area and took a screenshot. I'm really thinking about doing an addon for the Standard City tileset to add to this hak so that there could be a rural grass terrain for the outside of the city.

 

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Tonden Ockay

Just sharing another screenshot is all.

 

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Tonden Ockay

Here are some screenshots I took on a PW server that created a city area using The Standard City Tileset, so I was able to use my NWN City Revamp hak.

 

So again the following screenshots are of the Standard City Tileset using my NWNR City hak.

The server did however use a few placeables here and there some being placeable trees as well.

 

 

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tonden Ockay

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Tarot Redhand

Tonden, 2 things. I am not seeing any pictures at this end and this thread really needs moving to the new forums as I am expecting these old ones to be made read only soon.

TR

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Tonden Ockay

First I don't understand why I see all of them with no problem, is anyone else not seeing the screenshots?

I see that some one gave each screenshot a thumbs up so someone can see them. I wonder why you can't because others may be having the same problem.

 

 

Second Sorry I just can't stand the looks of the new forums. I for one really like the old forums and the old forums had more people using them then the new ones seem to. I don't care for them to the point that I really don't want to post on them, if I'm forced to then I guess I will have to or I guess I would have a few other options 

I have a website http://nwnr.guildlaunch.com/ where I may start posting at more going forward.

or 

People keep going on about uploading to the Steam Work Shop, so Steam may be another option.

 

 

The new forums aren't even part of the Vault site,

They don't have the website links on them. 

They don't have the links to the Main page like the old forums do.

So for me the old forums are just far better, its like we are switching to something that doesn't look as nice and doesn't work well with the rest of the website. I don't know, it may just be me, but I love the old website far more and I use the forums a good bit. However I know that I got out voted but I just wonder how many people who voted really post on the forums that much any way.

 

Sorry since you brought it up I had to say how I felt and why I have still been posting on the old forums.

 

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Jedijax

You're not the only one. We're just a dying breed.


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kevL's

Which is more important, participation or taste?

I'm not a big fan of the new forum, I'm not delighted by it. But this (current) forum has problems - technical problems that may be insurmountable given today's hardware and operating systems. And to make things difficult, the drupal code that runs this forum is a bloated behemoth from what i've heard; I've worked with/re-developed such code ... it's not fun to put it mildly. /shrug

- text functions don't work correctly (or at all) for more than a few persons.
- it automatically logs me out every two weeks, the new forum doesn't. I didn't like that.
- every few days it would simply refuse to respond for a while.

what I like about this forum is that it is very straightforward to read and use. I like the text, the text-boxes, the pictures and code-formatting (when they work ...). And ofc the integration with messages and vault-entries.

i use a CSS injector on both forums, in Firefox - to change things like fonts and background colors.


it's up to you guys, but am sure it'd be appreciated if you'd just give in like I did and drink the coolaid /jk

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Tonden Ockay

"it's up to you guys, but am sure it'd be appreciated if you'd just give in like I did and drink the coolaid /jk"

 

Sorry " kevL's"I haven't ever been much of a follower 

"Enter through the narrow gate for wide is the gate and broad is the road that leads to destruction"

 

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Tonden Ockay

Update 3/27/2018

I deleted all the older copies and uploaded the newest version of the NWMR_CE.hak fixing everything I knew was wrong with it.

If 

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Empyre65

Even though you don't like the new forums, it is not worth leaving the commmunity for.

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

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Tonden Ockay

Empyre65" I'm not saying that I'm leaving just that in my opinion the old forums is the better one. It is just set up to interact with the other parts of the website. The new forums is more like its own website and I do not like that at all. So if it comes to the point were I can't post here any more then I may need to look at all my options for posting is all.

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cervantes

The guild site you created will there be forums on it or is it just going to be the main screen withinfo about tileset progress?

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Tonden Ockay

There will be forums

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cervantes

Tonden I got some questions.

I ran compared the set file of your tileset as well as zwerkules and the bioware.

1) City building terrain  tiles tcn01_a09_02 and tcn01_a10_01 are not used in the set file not sure if they are just unfinished bioware tiles that weren't removed from the original bioware city.  Any plans to complete or use these if they are complete?

2) There is also a unused group elevation ramp tcn01_a32_01 and tcn01_a32_02 they maybe unfinished bioware tiles. Any plans to finish this group?

3) City building terrain tiles tcn01_c04_11 and tcn01-c03_02 they maybe unfinished bioware tiles. Any plans for these they look finished not sure why they are not in the set file?

4) Alley tile tcn01_f04_01 is not in the set file but looks complete and useable.

5) You have an extra tile in your tcn1_e07_01 which needs to be removed as you have the same tile as tcn01_e07_01.

6) Evil castle terrain has a wall tile that has not been updated to your new walls tcn01_e07_01

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Zwerkules

Tcn01_a10_01 is an unfinished version of tcn01_a09_02. Tcn01_a09_02, c04_11, c03_02 and f04_01 are useable, if the set file is going to be changed they can be included along with a32_01 and a32_02 which are a group. You got to search the vault for this group to find out who made it, so that information can be included in the credits. I also changed the temple group w09-11, x09-11 and y09-11 to tilefade properly in my version.

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Empyre65

I agree that the new forums need some work done to integrate it into the site more like these forums are, but otherwise, they are pretty nice. You might like the Dark skin better. I do.

Your main complaint is that the new forums are like they are another site, so your solution is to go to an actual other site?

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cervantes

I am figuring that you haven't gotten around  to the z-tiles which are tcn01_z09_01 wall edge tile, tcn01_z10_01 castle edge tile and tcn01_z14_01 elvation edge tile.

I also found file tcn01_e02_04 castle tile has large texture smears and the ambient/diffuse is off from the rest of the tiles.

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Tonden Ockay

1) City building terrain  tiles tcn01_a09_02 and tcn01_a10_01 are not used in the set file not sure if they are just unfinished bioware tiles that weren't removed from the original bioware city.  Any plans to complete or use these if they are complete?

Right now I want to create overrides so that they can be used with older content like the OC, older modules, and server. That said yes I do plan to add more conttent to the tilesets for future builders. When I get to that point I will look into finishing these tiles.

2) There is also a unused group elevation ramp tcn01_a32_01 and tcn01_a32_02 they maybe unfinished bioware tiles. Any plans to finish this group?

Samethings as the last question.

3) City building terrain tiles tcn01_c04_11 and tcn01-c03_02 they maybe unfinished bioware tiles. Any plans for these they look finished not sure why they are not in the set file?

Same as questions 1 and 2.

4) Alley tile tcn01_f04_01 is not in the set file but looks complete and useable.

Same as questions 1, 2, and 3.

I do not need to change the .set file for overrides/reworks of already used tiles. However when I get to the addons/adding extra tiles I will then at that point be adding to the .set file which is when all these things will come into play.

5) You have an extra tile in your tcn1_e07_01 which needs to be removed as you have the same tile as tcn01_e07_01.

Thanks a lot for pointing this out, I did miss this. so I just removed it

6) Evil castle terrain has a wall tile that has not been updated to your new walls tcn01_e07_01

I think you meant Good Castle terrain, This tile was fixed in the last upload.

I am figuring that you haven't gotten around  to the z-tiles which are tcn01_z09_01 wall edge tile, tcn01_z10_01 castle edge tile and tcn01_z14_01 elvation edge tile.

These were fixed in the last upload.

I also found file tcn01_e02_04 castle tile has large texture smears and the ambient/diffuse is off from the rest of the tiles.

This tiles wasn't meant to be in the hak so thanks again for finding it. I have now removed it.

 

Thanks a lot for helping me out so much " cervantes". I try to work on this in my free time, which is most of the time late at night or first thing in the morning. I guess it shows because I have missed a few things here and there. But real life has to come first. Any way thanks for the help.

 

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Tonden Ockay

I love how the old forums feels like its the same website. It has all the same links home forums account and so on. It also shows the active forums on the main page. You don't get any of this with the new forums. Oh and yes I love the Dark Theme on the old forums which I do use.

As for going to a new site. Its just that I want to reach as many people as I can and I don't see the new forums helping with this, to be honest I see it doing the exact opposite effect with the way they are set up, but this is just my opinion.

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cervantes

Tonden I am looking at the new hak you had on the vault and the z_09_01, z10_01, and z14_01 are still old tiles (Disreguard statements before this did not realize you had uploaded a new hak all these have been fixed). I was mistaken on the tile number for the evil castle it is tile tcn01_d08_01 the does not have the new wall. I am also not seeing a dwk file for your tcn_udoor_06. I found several wokmesh that are no longer needed tcn01_z05_01, tcn01_z10_01 as edge tiles dont need wokmeshes and also tcn1_e07_01. Sorry for being a major pain in the ass but I am trying to get you a nice clean hak.

If you don't mind Tonden I would like to work on implementing some additions and some new tiles, updated minimaps, updated load screens. I will work on a on just a modified version of your hak. This would include the non used tiles in the hak. I managed to find out who the author was for the elevation ramp (Gribo)

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Tonden Ockay

Sure I would welcome any and all help I could get. After all, even though I will be using these haks, I really want to create them for the community. So i have always looked at NWNR haks as a project made by the community for the community.

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Tonden Ockay

No your not a pain and I really welcome the help. Once your done adding to the hak then I will add more to it as well.

I really would like to look at creating new override models following older models:

- Dock's

- Evil Castle

- Building's

- Stream

Again these are things I want to look into not saying they all will for sure get changed, I will have to see once I start working with them. The main problem/challenge when trying to create overrides for the old standard tilesets is trying to make the models look different (better in my opinion) without changing the walkmesh. Now I wont have this problem when adding new features that aren't part of the tileset already.

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