!! EE Update !!
This is an EE update to the 2015 Granitelands Tileset.
This tileset features a 4 elevation in one tile combination, with an additional level-zero water and shallows. It currently has no on-tile vegetation, streams, roads, paths, or connecting water features. It also has no buildings or places for door placement.
I've separated the tileset download into specific option packages. Available packages include:
In the future, you will be able to download additional varities of each, or just plain updates. As extensions come out, additional named files will be added, and gamedata files will be updated or otherwise packed with the update kits.
If you choose to, you can instead download the "md_granitefull" package, which includes all the hak files needed for the full tileset experience, but does not include the testing module.
A Script-Built Tileset
Granitelands is my first released script-built tileset. Almost every single aspect of what you see in the tileset was constructed basically by a robot. I put far more work into the scripts than I did ever touching the meshes. Over parts of the creation process, I did tweak a few verts here so that I could learn how to teach a script to do the same. Examine the tiles and you will see that the underlying MaxScripts did the following:
Thanks to Sen, and the release of Sen's Multiple Raise System, this tileset makes use of up to 4 height transitions on a single tile, allowing the player to move from very high regions to very low regions, including multiple depths of water, within a very small 2D area. Because of that system, we no longer need multiple levels represented by differnet terrain types, or the limitations that come with that. We can now just use the raise/lower tool until we reach a maximum height of the toolset.
This project is by no means just mine anymore. So many have provided input, and support. I'd like to list some names below, but don't think that if your name isn't on the list that you have not been beneficial enough to me.
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Very good tileset!!!!!!!!!
I had watched the progress of this tileset in the bioware forum and was exited all the time! And now for this release, I dont know what to say :D
It looks very nice and decently realistic. Good job.
I'm curious to know how well the irregular, uneven walkmesh works for walkpathing, particularly with a party of henchmen during a decent-sized encounter.
I think if it gets torn down and filled with type 7 faces, it might cause a problem for henchmen. But as it is right now, free and open for exploration, I think it will not have any issues. If somebody can test that with various types of henchmen, that would be very good data to use for future fixes, if needed.
As it is right now, the PC unit straight-lines directly to his target. All pathnodes are set to A, so he doesn't do a good job of thinking about elevation before moving. That is not good for creature AI, as they will basically jump off cliffs, but it is very good for PC fluid movement, and there is no jerking around when you hold the mouse button down to move.
Amazing, wonderful work!!!
Merricksdad,
This looks absolutely incredible! I am constantly amazed with what can still be created with the old Aurora engine!
Bravo, bravo, three cheers and all that! And a big thank-you for contributing this to the community!
I'm not as well versed as some but IMO this is easily one of the most promising and realistic outdoor tilesets I've ever seen. Keep up the absolutely amazing work!
This tileset could work really well for the top so snow covered mountains. Think for a minute if you replaced all the walk able areas textures with white/snow texture. Oh or replace it with sand texture for some desert rocky badlands. Just an idea or two for some other uses for it.
Really nice work Merricksdad
I was just thinking that this tileset could be reskined and used for a Desert or Snowy Mountains
I agree. It could be used for just about everything :) I might not ever get the streams done at this point, but the base tiles could be retextured to fit any need.
Now that the vault seems to be my only real place to talk NWN, I wanted to pop in and say that I probably won't be working on anything at all for months. My education is going to consume me probably entirely. But if I ever do get back to NWN, that underdark set is the first thing I want to finish. I should have entire summers free, unless I need to find employment in between semesters. We'll see. No promises, and I have to say I don't think I will give any more updates on any of my projects via pictures or text from here on out. Stuff will just appear one day on the new content feed. Like christmas.
I've a feeling that this is the big goodbye for NWN. People have wandered away for any number of reasons, and Bioware has given their best effort to kill the community off.
You're lengthy (and often over my head) posts will be greatly missed.
I'm not giving up on me too quickly. One of my classes I am taking is vector calculus. If anything makes automatic tileset creation easier, it will be this class.
thys sistem is very natural, original, and a true pleasure for the eyes It is also good for a desert like (dune), or snow, the 3 biguest wastelands: like rocky; desert and snow/ice. You may try tu build a 3 diferent tileset system, and i wold be very hapy, and gratefull for it. well its just a sujestion. anyway, one of the best sets i ever saw.
well.. make it 4 witha grass wasteland, thanks.
How could I forget to vote on this tileset ? Beautiful work... Thanks.
I seem to have failed to vote and comment on this. I hope that you will start threads here to post your updates in, because following your tileset creations is both interesting and educational.
I would like to see a future adventure employ this.
I really like this Tileset but I was woundering how do you plan on getting all 4 or 5 different edge tileset to show up? If you don't have time to do it, but was able to help be to understand how it could be done, I might be able to find the time to set up all the edge tiles for it.
I'm asking becuase from what I have been told you can only have 2 different edge tiles per terrain. However this terrain has 4 different heights. I really would like to know how you plan on doing the edge tiles
Thanks for all the time and hard work you put into NWN for the community.
Tonden Ockay
I'm back for a week, and the first thing I started doing is fixing the faces on this tileset. The changes I've made should be able to be utilized by any derivative work, as all i've done is flip some textures around that you could previously see as orphaned triangles. My new scripts are working to correct that (done) and also add a grass rim to the top and bottom of the rock-grass transition. The scripts are done, but I am not happy with the lighting on the grass rim just yet. As another option, I want to make anything underwater into another mesh, with a third texture, and another rim mesh.
Does anybody else use the shadows on this mesh? I put a crapload of work into them, but am really not very happy with them. I was thinking to put out a shadow-free version as an option.
If you've downloaded this since the EE fancy patch, you might want to download it again. The SET file elevations were broken and it didn't have the multi-raise system from Sen. I've fixed those ahead of the Granitelands 2 release.