Note: older changes have been moved to the readme file included in the download. The changes included in the current update will remain listed in the project description. I didn't expect there to be this many new tiles and tilesets...
June 17, 2024: Added Guts metatiles by Mazar. These have been given their own separate tileset entry and are not part of Caves as they were in the original.
June 14, 2024: Added Giant Castle by rjshae
April 5, 2021: Added Mechanus bhy rjshae
March 20, 2021: Added Sci-fi Base tileset by Ancarion/rjshae.
The purpose of this project is to provide a master set of 2da files for using any released tileset, and add tint support and retexturing support to all NWN2 tilesets. Additionally, this project adds the ability to use all exterior textures on interiors. Due to the wide variety of tiles and textures, not all combinations will look good on all tilesets, you will need to experiment.
Includes the unreleased Jungle Ruins set by RWS. This set was not complete, rjshae completed it with the approval of RWS.
Important note, several tilesets were released without all the standard tiles. These tilesets have a zero in the tiles.2da for the missing tiles, to indicate this tile is a standard tileset tile that does not exist. There is some intentional duplication of textures, as several tilesets use the same textures. The duplicates exist in folders for each tileset that uses them, so if you elect to not use a tileset and delete it's texture folder, other tilesets that use that texture will not be affected.
The Huge Caves tileset is supported for retexturing, but not tintable for an unknown reason.
forum thread for this project is here: https://forum.neverwintervault.org/t/kamals-tileset-project/7196
Attachment | Size |
---|---|
test_tilesets_june_2024.zip (33) | 1.42 GB |
Thanks for you hard work Kamal_ this will make the life of modders present and future easier both functionally and creativly.
PJ
Thank you for making this available. The tiling possibilities now are almost unlimited.
You and a few others have made that more so RJS so thank you also.
PJ
Great stuff Kamal! Keep up the good work bro!
This opens up so many possibilities. Thanks!
SEA_CAVES
seems to be missing a texture for the wooden bridge
Water_Bridge WBRG SCV
Water_Bridge_End WEND SCV
Also, the open floor and hallway options that show the rib bones is missing texture on the bones
The open floor pit with wooden block and tackle is missing the textures on the wood
and all but one of the meta tiles is missing a texture . .
maybe its the same couple of textures not sure
CATACOMBS
The walkmeshes on many of the open floor, single wall , 4 door room, one of the single rooms and the meta tile tomb are now broken
DUNGEON-C
Is this suppose to be tintable yet? The only thing that takes a tint is the rocks at the end of a corridor.
Arianna0: uploaded the missing texture for seacave.
When you say the catacombs tile walkmeshes were now broken, do you have an example? The tiles have not changed since their inclusion, my file date for all the tiles is July 2015.
Dungeon - C is not tintable except as noted. Calister's tileset uses a huge number of model parts per tile, over 130 in the tile I opened. Each model part would need to have a texture added manually, and there are 191 tiles, so a total of around 25,000 manual edits. It would be a couple hundred hours of work, I'm afraid adding tint support to the tileset is highly impractical unless you know a programatic way to add it.
the only thing different is that I opened the toolset with the different sets in my overide folder, one set each time . . this is the exact same build , only having it build the walk mesh anew each time. I Have done the same exact thing with some of the others I am evaluating for inclusion in our mods at ALFA without issues.
https://www.dropbox.com/s/igql3gtsuv470t7/catacomb%20tomb.PNG?dl=0
https://www.dropbox.com/s/rle1m6a96xw0wpm/open_walls.PNG?dl=0
I checked and the only difference is the catacombs tilesets had their tilenames and model parts renamed as the tileset conflicted with the Crypt Aqueduct tileset. That should not have changed the walkmesh in any way, since it is just a name change of the part of a model, not otherwise altering the part, but oh well.
Tilesets.2da line 74 is the Crypt Aquedct, if you remove that tileset, you can change catacombs to CA on line 117 and cut/paste the Catacombs tiles from the catacombs hak into your folder for the catacombs. The tiles.2da will also need to be updated to reference that, with the CA tileset tiles (Crypt Aqueduct) removed or renamed, and the Catacombs tiles lines set to use CA instead of CAA.
A great compilation, however I am unable to combine this with PJs Placeable Cornucopia and the placeables.2da file in there, so I cannot get it to work the way I wanted.
pj's placeable 2da should be used, it's the "master project" for placeables. the one for this only has some small things.
Kamal is the deity that was promised... and in the sacred tablets it mentions that " ... thus in that way the Nwn2 CEP will be a reality my children... the era of no scattered pieces.. and no compatible works shall end...."
Sorry, but really... does this pack contain ALL tilesets that people have contributed with over the almost 20 years of NWN2? Or am I reading a bit too much into this? :-)
To answer your question, this is every known and relaesed tileset, minus https://neverwintervault.org/project/nwn2/hakpak/metatilegutscave as I found out about that one yesterday. It also includes some tiles/sets that were not separately released or are incompete, mostly those made and included in the released but incomplete Purgatorio campaign's files.