Wild Woods tileset
Version 0.7 - 24th October
Version 0.6 - 10th September
Version 0.5 - 22nd August
Version 0.4 - 24th July
Version 0.3 - 9th July
Version 0.2 - 1st July
Features:
- Dense, detailed Woodlands to use on their own or as a companion to my Wildlands tileset
- Road, Stream, Bridge & stone Wall crossers
- Raise/Lower with full crosser support
- Dynamic natural Chasm and Cliffs terrains, supporting Streams on the chasm floor
- New water terrain with multiple brige types, raise/lower, Cliff tiles, and full crosser support
- Emitter-based special effects that can be turned on & off at the builders discretion
- Fading second story foliage enabling top-down play or low level immersion at individual players' discretion
- Treeless Meadow terrain featuring Stream crosser support and dense, unwalkable Thicket terrain
- Dramatic gothic Manor terrain complete with glowing arched windows and roof access
- Tilegroup Features including ruins, unique natural features and a druid's circle, as well as new thatched buildings, bridges and more
Wildlands & Winter Wildlands tilesets
Version 0.5.5 - August 2009
Features:
- Blasted moorland tileset with non-walkable woods and water terrains
- City themed tileset-within-a-tileset with poor district buildings, docks with piers and a park terrain.
- Dynamic and versatile Church building terrains with customizable second story
- Both standard and truly cold winter versions of the tileset
Check out my new Dwarven Chasms and other dungeon tilesets here!
I would respectfully ask that the content found here is not repackaged or rereleased, or included in any other non-module or PW-specific package in an altered or unaltered state, without requesting my express permission and that of any other involved parties. Queries in this or any other regard may be sent to sixesthrice@hotmail.co.uk
Testing & pestering: Bannor Bloodfist & winterhawk. Special thanks to Tom_Banjo, morikahn & Project Q, pkpeachykeen and all the forumites.
Wildlands and Winter Wildlands tilesets contain content from Martin E, Rebecca Ann, CODI, DLA and Lord Rosenkrantz. Wild Woods includes some foliage meshes by Tom_Banjo.
Thanks!
- Six
Files
Attachment | Size |
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![]() | 4.64 MB |
![]() | 5.89 MB |
![]() | 20.3 MB |
Duplicate entry
Original post: http://neverwintervault.org/project/nwn1/hakpak/tileset/gavins-sixesthri...
(should be put in gavins name)
You all are doing a great job and while I was looking for Gavin's wildlands haks, I couldn't find them so thought I would help out in that and thus why you see them in the "duplicate" page. Its wonderful to see _Six stay busy and continue to produce such nice work. Thank you!
This was at my request.
While the compilation of Six's stuff is great, having a copy of the project that maps to the old project ID will help the migrate wizard we're (really) are working on.
That is, when the wizard checks to see if Hak 7947 exists, it will find it and be able to attach the appropriate metadata.
NP, as long as it all gets put in sixes name he can decide how he wants to sort it anyways :)
(I just noticed existing download counts so figured bring to attention as a "dupe"...)
Some "dupes" are good, as they have more information, pictures, or missing files, and should either be left as is, or merged, at authors discretion, or assumdely admin/mods if "migration wizard" status (if author does not have account here yet, or has moved on like Ryuujin...)
(if its decided to keep "dupes" feel free to delete any comments regarding said reports...)
Votes 10 cuz this is all very awesome work....
I'm interested to see if _six leaves the screenies there. The ones for Wild Woods were really tough to grab. It is REALLY REALLY dense woods!
And if you notice, Carcerian, the link for the additional tileset works points to the compilation rather than a dead IGN Vault ID. I considered running through a similar exercise attaching those hakpaks since the ID is referenced in the html but decided otherwise (though it may not be a bad idea in the long run).
And just for your edification, a "dupe" would have been the same IGN Vault project, not a compilation that just incidentally includes some of the same files. There is nothing stopping contributors from creating their own compilations that they may find particularly helpful whether they include files already made available elsewhere or not. I'd expect PW managers to consider exactly that by posting all the files needed in one project as a back-up for their own DL server.
IMO compilations with common files should point to the original IGN entry and not the other way around.
Agreed, tho in this case, the owner of both is still the same person, and since they are still active in the end its thier call...
As the vault migration is about to finally become automated, such issues will soon become a matter of sorting out it all in the furture as vault ids get phased out... (ie hidden except for admin housekeeping purposes)
Since this is really a larger issue better discussed on admin forum, pms or vault skype, i defer to rolos wisdom here...
Nice work " Gavin aka _six " I like this tileset a lot and I'm using it.
Thanks for all you have done so far for the NWN1 community.
Please keep giving to the community.
Hello folks,
I have one question... Does anybody know if there is any possibility to deactivate these upflowing small white flakes in the wild woods tileset? Did I miss something in the toolset? I didn't found something, that disabled them...
Greetz and thanks,
Dunahan
They are probably linked to one of the animation loops. Right click on a tile and you'll see a list of the tiles lights and animations. Here you can turn animations on or off or change lights.
sure
sure
These add heaps of atmosphere to the modules that use them.
These are truly amazing tilesets. Something many times better than many original NWN tilesets. You guys could work in Bioware. The tilesets add tones of genuine roleplaying feel to the modules that use them and, paradoxically, almost allow you to stop thinking you are in a world made of tiles due to diversity offered:) I grant 10/10 without hesitation.
Btw. I first saw Wild Land Winter Tileset in the Snow Hunt module and would like to know which other good modules use the above tilesets. Any ideas?
The Winter Wildlands look so seamless, it's hard to believe you are still in a tile-based game. Better than many areas from NWN2, even. It may be a simpler tileset than some of the more exotic additions, but I think this is my favourite in terms of atmosphere.
Prophet Chapter III uses these to great effect. The lonesome, frozen beauty of these places evokes the same atmosphere a Jeremy Soule's compositions for Icewind Dale...
Erk, another gorgeous thing I did not re-vote for.
In wild lands&winter wild lands tile twl01_c04_25/twl02_c04_25 has no minimaps. In set file, name of minimap is mi_twl01_c05_24/mi_twl02_c05_24. Correct name is mi_twl01_c04_25/mi_twl02_c04_25
Wild woods amazing!
I saw your work in Snow Hunt by rogueknight333, good job and thank you for your contribution!
Just awesome (at a loss for words). ;)