I have finished working on the Alt city textures and have finally converted them successfully to DDS. The new textures give the city a gritty, decayed feel. They might be ideal for a swamp city or even external ruins. I was bored with the old 'clean' set and so I made this. I found I needed to use the official Bioware converter to get the DDS's to turn out right, for those who may encounter problems with their own dds file converting. MANY thanks to Wolfsong, Halfscan & LoCash for their tips about dds files. This contains 2 haks, the original for 'compatability' users and the new DDS version. There is an informative Read-me file with this. If you have some kind of problem, read that first, and then write me. It is intended for the default city tileset, It will probably work fine with enhanced/alternate city tilesets but be sure to read the READ ME if you have problems.
There is a .set file included that overrides the default RURAL (SOU/HOtU) ttr01.set: It was necessary to correct some consistency problems. Read the READ ME if you want more info about that OR if you are using an alternate/enhanced rural tileset with this hak. Otherwise, Enjoy!
Update 05/03/04: Two of the roof texture dds files were buggy, which was pointed out to me a (long) while back by somebody(?) else (thanks!). They should be all better now.
Is it possible to make it so that it doesn't overwrite the default city? I'd kinda like to have a module with two cities one using this awesome version and one using the original version, is that possible?
Posted by Arawen at 2004-04-06 16:52:51 Voted 9.00 on 04/06/04
These textures add great gritty atmosphere to a city in a very small package, though I wished that there was a non-override version.
Posted by Silver_Eye at 2004-03-25 07:58:08 Voted 9.00 on 03/25/04
A very popular reskin hak because of its size and quality. only minor downside is that it is replacing, wich limits its usefullness.
Posted by jboy123 at 2004-03-25 06:28:24 Voted 9.00 on 03/25/04
This is the only replacing texture set I've used or wanted to use. The others were seperate tilesets so the problem wouldn't come into play. My guess is it would do it on any default tileset where you replace the textures, so I guess there's not much we can do. I can put a disclaimer about this in the readme. Some of my city scenes can be CPU intense, so my concern was they might try to lower the detail and textures.
Posted by L Baron ( ..xxx.xxx ) at 2003-12-28 13:20:00
Hmmm tralidor, not really sure about that one. My guess is that when you switch & the CPU blanks out to reconfigure the video functions NWN must access the default .dds's. Maybe if you put the files in your override this wouldn't happen. Otherwise, I'm just curious why you switch back & forth like that, and if you have tried the same with other retexturized sets?
I am also working on a Zhentil Keep adventure and this really fits the bill. BUT there seems to be a bug when switching between high res and compatability in the game. It will switch back to the original tiles when you go back to high res from low res. I have put both the high res and low res files in a hak so dont know why it would do this. Try it out and see if it happens to you. I have HOTU installed but am not sure if that has anything to do with it. Maybe a new tile set is necesary to avoid this problem. Great work anyway, I voted for you.
Posted by jGGG ( ..xxx.xxx ) at 2003-12-21 16:40:00
thanks much for this. i', using this with the DOA city\rural base and the retextured city buildings look great in a rural setting.
Posted by L Baron ( ..xxx.xxx ) at 2003-12-19 23:00:00
Go for it, Pogo. Can't wait to check it out.
BTW, I'm pretty sure the neutral temple water has always been black... the dds's wouldn't change effects like that, anyway.
Posted by Adam ( ..xxx.xxx ) at 2003-12-19 17:20:00
This looks extremely nice. I like it a lot better than the default city textures.
Posted by Pogo Mudder ( ..xxx.xxx ) at 2003-12-19 16:16:00
I have made this into a seperate hak. I am kinda new at this, but so far everything looks good. With one exception. The water that comes out of the back of the neutral temple is black. I don't know if it is because what I have done or if it was that way before.
I also included the TGAs with the hak. I am not sure if it is necessary to have them or not. I thik they are for lower res machines? ... not sure.
I also included alleys into the hak. What I basically did is use Bodangly's City Exterior - Wood & Stone and rename all the files. I then sprinkled in Little Baron's new dds textures (with the correct name of the ones I changed). If I have done something incorrectly I would very much appreciate it if a more experienced builder tells me what I did wrong. So far so good though.
I will test some more before uploading to the vault. Unless Little Baron wants me to send it to him. I have never uploaded anything so I will have to figure that out.
Thank you very much Little Baron. This adds a lot more versatility to our city options! Great job.
Posted by L Baron ( ..xxx.xxx ) at 2003-12-19 16:00:00
Crawfish - yes, they are the same filenames, so you can put the dds files into your override if you want to. I would worry about the .set file screwing up another mod's haks, though.
I'm glad some people find it useful as is.
I'm not going to make it into a new tileset myself (I'm really terrible at that) but like I said before, anyone who wants to do so can post it for all to enjoy and is welcome to do so.
Otherwise, I'm happy to hear if there are any problems anyone notices that I didn't catch, and I'll be glad to fix what I can.