These are the tile models included in my Mines I released today. I release them as a single pack for the tilesetbuilders, so that they can use them in their tilesets easily. Included are the FallenStatueHead Group, the Extended Ramp (consisting of left/center/right tiles) and two addidtional rough ground features. *.set prefabs and textures (tga) are included, too.
This is a compilation of the old system into a single score. There were 2 that made this score of 10.00.
Posted by Emphyrio ( ..xxx.xxx ) at 2002-11-03 20:08:00
It's a really great stuff, Velmar ! Like Dwarfen mines.
But, could you leave with your hak, a how-to, please ?
I tried to fellow, the help from Nathraiden, but i don't
know why, my toolset annonce me an ugly error ! Hard to
know if it come from the ITP or Set or Mdl files. I'm
trying to re-build the rural/city with the ramp, but Iím
Thanks a lot !
Posted by Nathraiben ( ..xxx.xxx ) at 2002-10-28 19:37:00
Okay, can't promise this is EXACTLY as it goes, but at
least that's how *I* got the ramps to work ;)
(I'm sorry if you're not a total beginner and I'm telling
you some details you already know ;oD )
First you have to add the Groups and Tiles from the
V_Ramp.set into your howeveryourshortcutis.set (when using
the standard rural set, just get the ttr01.set, fe)
Don't forget to change the total number at [GROUPS] and
[TILES] (and to change the numbers of the tiles provided in
the V_Ramp.set - in case you want to put it into another
tileset than the standard rural one).
Then you'll have to change the ***palstd.itp (again, in
case of the standard rural set, this would be
ttr01palstd.itp), adding three new entries with
STRING NAME whatevernameyouwant
RESREF RESREF v_ramp01 throu v_ramp02
And, last but not least, you'll have to edit the .mdl
itself (just open it in notepad), for although it says the
standard rural textures are used, at least with me that
wasn't true ;)
Just change at every line containing the word "bitmap"
the "tvh10_" into "ttr01"
Oh, one more thing, I really don't know if this matters,
but I changed every "tvel01_a0*_01" inside the .mdl
and .wok files into "v_ramp0*" (* beeing the number of the
model). But, again, I don't know if this needs to be done...
Hope, this helps...
Btw: Again, I just love your work, Vel! I only worked the
ramps into my hak so far (and love them... at last some way
to do a nice hillside!), but I've seen the fallen head at
the mines, and it's just great!
Posted by The Corinthian ( ..xxx.xxx ) at 2002-10-28 05:43:00
Pack looks great, but how do I use them once they are
downloaded? Do I have to change some .2da files and if so
what should I add?
Posted by sewyrn ( ..xxx.xxx ) at 2002-10-27 19:37:00
Extended Ramp - What a brilliant idea! Great work!
Posted by Decclan ( ..xxx.xxx ) at 2002-10-27 18:44:00
Oh..Velmar...you sweet, sweet man...(You are man right?).
I'm already using your reskinned dungeon set in my Journey
Into Darkness Sequel and it is awesome. Grr...If I like
this one...I may have to add it...and I know I will like it
cause the screenshots look cool...So my hak pak I've
created for my module is just gonna keep on growing. :)
Velmar if you want a preview of my new module to view your
tileset in action then just email me and I'll send it to
you and let you see how it looks with what I've done. You
will be the only one so far who will be able to see the
module before it's release. Only about 60% done right now.
Posted by Grumblepunk ( ..xxx.xxx ) at 2002-10-27 12:27:00
Velmar, you just made my week. Thank you!
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