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NWN HAKPAKS

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Title  Marius GreyWolf's Cavern Retexture
Author  Marius GreyWolf
Submitted / Updated  03-05-2003 / 03-05-2003
Category  Tilesets
Expansions  NWN - 1.29 or lower
Description
Marius GreyWolf Caverns -- A retexturing of the non-exciting & non-interesting textures included in the official Bioware release of this pack. Otherwise, no other changes.

Files

NameTypeSizeDownloads
MGCaverns.zipMGCaverns.zip
Submitted: 03-05-2003 / Last Updated: 03-05-2003
zip6.2Mb372
--
SCORE OUT OF 10
7
1 votes
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Comments (4):

Posted by Old_Scores_Transfered at 2004-02-20 10:04:24    Voted 7.00 on 02/20/04
This is a compilation of the old system into a single score. There were 2 that made this score of 7.00.

Posted by Marius GreyWolf ( ..xxx.xxx ) at 2003-03-08 13:02:00    
Er...Morte... (And this just goes to show that you
shouldn't respond to ANYTHING while you're trying to also
field someone's tech support questions in a separate chat.
hahahaha)...

-M

Posted by Marius GreyWolf ( ..xxx.xxx ) at 2003-03-08 13:01:00    
Heh. I tend to agree with some of what you said, Andrew.
This is but Version #1. This was my attempt at learning
how the models are put together. Version #2 is going to be
me going in and hardcore reworking some of the more
awkward elements of these models and doing a full
retexture from inside them. The UV Coordinates are just
screwey inside some of these models. Bioware did some odd
things in the attempt at memory conservation, and while I
understand memory limitations, there were other ways they
could have done them. So as of last nite, I started
reworking the dungeon set. Once I get it done, I'll post
it again, and then on to the caverns. Thanks for your
feedback, Andrew!

Posted by Morte ( ..xxx.xxx ) at 2003-03-08 06:21:00    
This seems potentially quite interesting but I found some
problems:

- the floor and woodwork kind of glow, they practically
seem to be light sources, it just doesn't look right

- the tile pattern in the floor is visible, I kept seeing
straight lines in the floor as I walked around

- the standing water doesn't look like water, it's like TV
tuned to a dead channel

- there is a big clash between your two ground textures, I
felt they were just too different and it looked a bit
cartoonish

I did like the moss and rust on the shack roofs, that was
cool, makes the place look lived in.

In summary, I think you need to go for a slightly subtler
effect here and make the various elements fit together
better.

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