**** The included fx_step_splash.mdl interferes with the current NWN fancywater shader in EE. When fancywater is enabled, you will probably see white squares emitted on water surfaces from any character crossing water. You can either remove all instances of my custom fx_step_splash.mdl from the included hacks (to allow fancywater to take over), or disable fancywater in the game options (to retain this custom water). ****
Current Version 2.1 [2020-03-04]
Granitelands 2 is based on my 2015 Granitelands tileset, and has been upgraded to look more like my Windspear Hills tileset. It will now serve as a base for future works.
Upgrades from GL1 include:
GL2 uses a 50% grayscale for all tile colors (ambient, diffuse, specular). This helps maximize the effectiveness of normal and specular mapping, but also allows for the widest range of interplay with light sources. This means that GL2 tiles will be more sensitive to ambient and diffuse environmental lighting than you may be accustomed to. I find that 95% or higher saturation works well for sunlight, while 75% or lower saturation works well for moonlight. This also provides for a real-feel at night, and makes torches and other light sources important to the experience.
GL2 is released with a copy of my Wavey Water Shader (v0.10) affecting just the water texture "tx_md20_water01.dds". This modified version corrects for the too-bright nature of specular light coming from torches and worn items. Shaders v0.9+ were written specifically for vanilla light sources using "fx_light_clr.mdl". Feel free to modify the shaders to fit your own custom light sources.
Water is directly affected by global wind, which is either set in the area properties, or by using the console command ##setglobalwind X Y Z. Since global wind of zero length causes my wind-driven water system to fail, I've installed a default wind system which will be used if no wind is available. The result is a mostly-still glassy water with some texture which moves only slightly. Supply your own global wind to make the water move faster. Modify the global wind Z value to add more waves (higher number = more waves). As a suggestion, try a bottom limit of ##setglobalwind 0.1 0.1 7 for very ripply water.
This water shader is highly sensitive to color saturation in the area environmental properties. Not so much to fog, but very sensitive to ambient and diffuse light. See "About Tile Base Color" for tips on setting environmental color saturation. The same guidelines apply to water.
As with GL1, this tileset uses the multiple-raise system developed by SEN. This system is unable to make full use of edge tiles. This system also sometimes confuses the toolset.
Compatibility with Granitelands 1 and NWN 1.69
This tileset can be used as a tile-per-tile replacement for GL1, however, since the tiles were modified slightly, and Windspear Hills rocky terrain was added, you may need to move some pre-existing placeables in your prefab areas.
To perform the replacement, simply download the replacement extension, which will override the TMD07.SET file and force it to use the new GL2 tiles.
Keep in mind this won't add any additional tiles you may have added to TMD07.SET. For reference, TMD07 and TMD20b both have 1092 base tiles. Any tiles below that number were added by somebody else, or an expansion of this set.
As an alternative, you can simply open the TMD07 set and find & replace the first 1092 tiles from "tmd07" to "tmd20b". This would work even better if your custom additions don't use my naming prefixes.
All recent attempts to create a function area with the 1.69 toolet cause a crash loop any time tiles with elevation are used. I do not suggest trying to build a module with GL2 for NWN 1.69. That may change in the future, but I don't think I'm going to put a bunch of work into it.
Since the terrain textures are the same as those in Windspear Hills, you can use the first two placeables packs from Windspear Hills with this set.
The current version comes with a "wind" emitter that can be used as a placeable or as an applied VFX (using default, duration, or impact animations). To include the "wind" as a placeable, simply add a line like below to your placeables.2da.
1000 "Wind Emitter (MD20)" **** fx_wind_md1 **** **** **** **** **** **** 0 **** **** 1
If you want to use the "wind" as an applied visual effect, put a line like this in your visualeffects.2da (Use whatever index # you come up with for your scripted VFX value)
1000 FX_WIND_EMITTER D 0 **** fx_wind_md1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
Here's another placeables.2da line to add a placeable plane of water, which uses the fancy water shader.
1000 "Water 10 m.sq.(MD20)" **** tmd20_water **** **** **** **** **** **** 0 **** **** 1
If you just want to make an emitter for a waterfall that affects the fancy water, simply have your emitter throw out chunks of "fx_step_splash" instead of whatever texture it normally uses. (Be sure to turn on chunk type emitter).
Please report backward diagonal tiles, especially once Windspear Hills is merged.
I've found that some water tiles are too tight to walk through, and am planning to maybe make underwater boulders walkable. After all, units should be relatively more buoyant in water so climbing rocks isn't as difficult.
If you have suggestions, please find a picture of what you have interest in adding. If it's from another tileset, please link the tileset (if not vanilla) and which tile(s) you woudl like to see retextured and added to this set. Direct message them to me on Discord. I'm happy to add simple tiles, or copy tiles from vanilla sets. Tile groups take more time, and I suggest you try making those yourself, maybe even from placeables.
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New hakpack and modules have been constructed in 8193.5. A noFancy module has now been included in the modules pack.
Sublime! Great Stuff, as usual, Merricksdad.
This really looks very cool! Also all your additional info is a great addon! Thanks!
who needs nwn2 when you got Merricksdad for nwn1
Goals, lol
Very nice, unfortunately I encountered a problem, if I select shallow or water as the type of terrain, aurora closes with a series of unexpected errors.
EDIT:I understand now that fx is needed
Demo plays great and water looks AMAZING!
Unfortunately, in the toolset if you place the water or shallow on the "grass" it causes an access violation and you have to ctrl-alt-del your toolset.
This is true when editing the demo mod and a vanilla mod.
Edit: See above. When he says "FX", he means MerricksDad is using tilemagic to make the water. They're not water or shallow Terrain tiles. Those tiles are broken.
I can't open the Demo mod's areas. They immediately crash so I can't see how the scripts were implemented. Strangely, the custom Wind placeable has no appearance and can't be instanced, but there's one in Area 001.
Just to be clear, it's not tilemagic scripts. It's chunk emitter on the tile.
The wind placeable in Area001 is a mistake on my part. I just uploaded a replacement module (unfortunately development version 8193.7) which takes it out.
As it turns out, I found another way to implement this today and will probably make a fix tomorrow. I doubt it will affect how your module opens anything, but it's worth a try.
I don't personally have any issue drawing water unless I'm trying to run 1.69, which definitely fails. I had no problem while running either 8193.5 or 8193.7.
What I do occasionally get is that the vertex shader won't load in the toolset. Which is fine. It causes no harm.
Beautiful
Please add your glorious work to the steam workshop for nwn ee.
i'm confused.
this implies that GL2 is compatible w/nwn diamond. however, the downloads say 'EE only'.
is this tileset usable with diamond, and if so, what are the constraints ?
thanks !