Important note: Version 0.91 ATM only available here! The vault has the older version (0.90).
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What this is:
It's the Worm's and Senemenela's addon "Seasonal Forest" tileset divided into their "seasons". The approach differs from other versions, which are to be found within the "vault" and are based on this set.
Well, while I was "working" with it, I got carried away. So, it's a bit more than a seperation of the set. It contains some fixes and small additions (see below).
Now, the sets have a size, which makes them more usable for PW-settings.
Important: You still need these 2 HAKs:
Worm's Seasonal Forest:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=6631
OR
http://neverwintervault.org/project/nwn1/hakpak/lord-worms-tilesets-and-...
AddOn to SFv10 by Senemenelas:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=160229&id=7540
OR
http://neverwintervault.org/project/nwn1/hakpak/sens-seasonal-workshop-t...
Version 0.90 (May 2012)
Version 0.91 (July 2012)
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Credits and thanks:
Even though, I made some fixes and added a model or two, this is still based upon the work of Worm and Senemenela. So, all credits for creating these tiles go to Worm and Senemenela! Thanks for this beautifull collection from my side.
Special thanks go out to Bannor Bloodfist, who actually fixed a tile for me, which I wanted to have in a certain set (wheel track road leading up a hill - sand-set), but, due to my lack of experience with gmax, didn't manage to get 100% right.
Also to Zwerkules, who made up quiet a few little tutorials for me.
And thanks to the others of the community, who shared their experience (in no particualr order):
henesua, s e n, _six, TheSpiritedLass, Failed.Bard, Khuzadrepa, wyldhunt1
(I hope, I didn't miss anybody. If yes: Sorry and thanks, too!)
Details on this approach/project can be found here:
"Reducing a tileset without breaking already built areas"
http://social.bioware.com/forum/1/topic/191/index/9333482
"Texture: TGA-rotating, applying a texture, walkmesh... "
http://social.bioware.com/forum/Neverwinter-Nights-1/NwN-1-Custom-Conten...
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Why?:
My project group is using this within a PW. Somehow too far into the developement and reaching public beta stage, I found the loading time of these areas with my PC really cuts on the flow of the gameplay (... Worm's always said, that this combination is not really ment for a PW, but too late... :).
So, this lead me to divide the original sets into their subthemes, thus taking out alot of tile entries (around 1700-2000+ depending on the set) and with this speeding up the loadingtime (on my PC with 2 GIG RAM it improved from around 60+ seconds down to about 15-20 seconds for an area AND now areas will even load on PCs with less than a GIG RAM - takes about 60 seconds, though!).
Since what you get here is more or less "just" a seperation of the themes included in the original set and we didn't want people to download one or more new HAKs with the according tiles (+ sorting would take ages, I guess), all of the sets included in this release still draw upon the original HAKs (and thus stays a pretty small download). So, you still need these (with this one beeing the top hak):
Worm's Seasonal Forest:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=6631
OR
http://neverwintervault.org/project/nwn1/hakpak/lord-worms-tilesets-and-...
AddOn to SFv10 by Senemenelas:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=160229&id=7540
OR
http://neverwintervault.org/project/nwn1/hakpak/sens-seasonal-workshop-t...
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Version 0.9 (May 2012)
What has been done in general:
Sets:
As written above, I picked one "season" (summer, autum, winter, cobble, [sand]) and removed the others accordingly from the set-file.
All reduced sets still have the complete original [Sand], [Rock], etc.-tiles in. I "only" removed (accordingly) [Summer]-, [Autum]-, [Winter]- and [Cobblestone]-tiles (accordingly Sen's entries).
And I didn't touch the Terrain-tiles either. So you can still have eg. summer-floor and cobble-floor + those cobble-terrain-castlewalls. Just the according Features and Groups are not availlable. So "Summer" only gives you Summer-Features/Groups. (There are a few exceptions. In this case, there is a "*" in the name, eg. *[Cobblestone]_xyz. If you find this, they are useable, even if you work with a different "season".)
A special set is the "Sand/Desert"-set! It has new additions (see below). These additions are NOT available within the other sets!
The tilesets appear as WoRm SF* xyz (note the "*" !).
The original Worm's Seasonal Forest is now named WoRm SF (Org. Seasonal Forest)!
Pallette:
I sorted/renamed some of the Worm-pallette-entries, because some were at very confusing locations (due to a "space" within the name after the []) - see screenshot.
And the additions of Sen are now to be found under "Special" instead of the category "City".
Also did I move all "Floor"-terrains plus the Eraser- and Raise/Lower-tool to the top to improve the "workflow" (at least it does it for me...).
Until now, I didn't find the time to sort out the pallette-entries! So, even if you create a "summer only" area, you will still see all the entries of the other "seasons", eg. [Autum/FrstAtmn], [Winter/FrstWntr], .... This is not a real problem, because they don't work (except those with a "*" in the name - see above).
Remark: Added models have their name according to their origin: Worm=wf_[set], Sen=sen99.
Details Version 0.9:
Autum:
I removed the (Elven)-Platforms ("Platform"=Chasmmodels, "Platform2"=Thicketmodels), because of this: Though, they may be placed upon autum thickets (brownish), the models for the platforms have summer green trees. The chasmmodels don't have any trees. So use the Summer Only set for the platforms!
Added jousting-groups with autum floor (based on Sen's models!).
Rocks (works for all Sets!):
Since "rock" does not have any roads, I added 2 flat variations (wsf07_a01_05+06), so placeable roads can be used. These won't have roads on the minimaps and the sound will still be "stone"!
They have the same texture like 01+02 (but no grass sticking out). Use the "Eraser" to check, which model you have.
Quote _six: "Incidentally, you may find Shift+Right Click a better approach than using the Eraser tool to change tiles. For one, it displays all tiles in order instead of dealing with the fickle random selection. It also works on crossers like walls too."
And I fixes the edge-models (some textures were missing and 2 had wrong texture entries).
SPECIAL set - Sand/Desert:
I like the sand-tiles as an alternative. But to really use it, I wanted some roads. So, I ported Worm's "Trail-Dirt" and Sen's "Road, Imperial (Crosser)" (both terrains) into the Sand-set, adjusting the hight, replacing the bitmaps, aso. Plus I added (with the help of Bannor Bloodfist) a "wheel track road leading up a hill"-tile. (Additional remark: Since the "Wheel Track Road" is "just" ported, within the set-file it still is named "Trail_summer"!)
To have a connection between sand-roads and cobble, I added 2 according tiles (with new minimaps). They are available as FEATURES!
And I wanted to have Sen's Castlegate, which connects to the imperial road. Since that gate is connected to the low city walls, I would have to rework all those walls from summer to sand. I did a test, but it would have been very timeconsuming, since the summer-models don't really connect nicely to the sand-tiles. So, what I did is to disconnect the gate from the walls to place it alone. Besides the adjustions regarding the height, I added sidewalls. Now, this gate can be used, eg. together with placeable walls (see screenshots).
I added a NEW texture to some rocks next to the road (WTF_desertrock3 - based on the floor texture).
Added a missing sand hill-edge-model.
Issues: The minimaps called by the road-tiles still use the original minimaps of other sets: "Wheel Track Road" draws from the NWN-desert set (sandcolor does not match) and the "Imperial Roads" from the Worm SF-set (shows grass-color instead of sand).
Additional:
- Added missing minimap for a "summer-thicket". (Well, it's a typo within the set-file, wich looks for mi_wsf04_d01_011 instead of mi_wsf04_d01_01. I decided to add this renamed minimap to the HAK, so it will also show up in areas built with the original wsf.)
Summary fixes:
- Missing summer-thicket minimap
- Missing sand edge (hillside = ok / raised rim: Not yet)
- Added missing texture "mountain", "mountain2+3" (textures for rock-edge - based on wsf01_mntn.dds)
- Fixed texture-calls on rock-water-edge wsf_a92_01.mdl + wsf_a93_01.mdl
Details Version 0.91 (July 2012):
- Added missig edge Stream Winter Deep + Stream Autumn Shallow (all sep. SF-sets).
- Added missing edge-entries + mdls to the sand/desert-tileset.
- Fixed footstep sound for tile "Trail - Dirt [sum+aut] onto cobble" (was wood int.).
- SF Sum + Aut: Added new terrain with totally flat floor (and accordingly a treeless edge) and leaves-WOK, so no grass is rendered. Thus they can be used eg. for placeable roads.
--> Accordingly flattened the entry part of the tiles "Trail - Dirt+Cobble" and also partly replaced the grass-WOK with a leaves-WOK, so it's also usable for eg. road placeables.
Know issues:
- Footstep sound on "Stream - Deep [sum+aut]" is "stone". (Too many tiles to fix...;)
- DO NOT USE the Cobble Crosser (Raise/Lower) on the slopes of the Crane
(City-Crane 02, maybe also 01 [Sen-mdl]) when it touches the water-side. You still may save the mod, but the toolset crashes, if you want to close the module or change the area (the area still works IG, though)!
- "House Row 1" and the "Blacksmith" if placed in the same area will crash (fails to load). (Info by Friedeyes)
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Why version 0.9x?
Main reason is, that I don't find the time and energy to remove the entries of Groups/Features in those new pallettes, which are not available to a certain set anymore. But it's in a workable stage - just use the correct "season" or those marked with a "*".
And the minimaps for the newly added sand-roads are not made for those tiles (see remarks above).
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Porting areas build with the original complete set:
Since they are reduced sets, the entries are renumbered, which probaply means, that you cannot port your old areas, which are based on the original set by Worm's with the Sen's-addon! If the areas have mostly terrain, it might work with some fixing.
For details on this, please see:
"Reducing a tileset without breaking already built areas"
http://social.bioware.com/forum/1/topic/191/index/9333482
Black Rider, May/July 2012/(Upload here: September 2013)
Attachment | Size |
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![]() | 1.59 MB |
Sorry, missed the comment...
Meanwhile, the original sets are also here:
http://neverwintervault.org/project/nwn1/hakpak/lord-worms-tilesets-and-...
http://neverwintervault.org/project/nwn1/hakpak/sens-seasonal-workshop-t...