This is an override using Chico's NWNCQ Sea Caves without the muddy textures. A great deal more work could be done on this, but its not bad the way it is as the original sea cave textures were good and the roofs add to the immersion. I removed the shafts of light, although in an extended version of this set I would like to see light shaft variants for tiles with open ceilings or holes in the ceilng.
When porting this over from NWNCQ, I notced that the roof and walls lacked a texture. I made a few rock wall texture variants, and settled on the one in the package for the roof and the walls. I think my texture fits in with the originals. Let me know what you think. This new texture has two copies each with a different name so that a modder can change the roof texture without changing the walls or vice versa.
I am currently using this in a patch HAK to override the original seacave with this one. There are no extra tiles so it works well. I recommend others do the same along with Zwerkules' compilation of facelift tiles. I find these improvements vastly superior to NWNCQ. NWNCQ was a good idea, but I think the newer facelifts followed through with better execution.
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Once again, henesua, you have the dubious benefit of a mushed wildebeeste carcass being deposited at your feet by the Shabby Hyena Object in thanks for something suddenly vital to another of his rubbish projects... Ceilinged SeaCaves will be greatly useful in Atlantis... Reaches for texturing brick so that the ruins in the SeaCaves will match the Atlantis textures...
I've considered using this and extending it for my module, but so much of Chico's work needs to be removed. Only the roofs are good. And the benefit of not having roofs allows for this as an undersea tileset.
Not sure if I will ever do this. BUT....
I need to extract the roof meshes and put them on the original models to avoid any of chico's additional meshes.
Tiles with puddles need variants without puddles.
Add some tile variants with roof holes