Well, I was looking at my old desert city/desert combo hak, and said d*mn, this really sucks. I decided to split the hak in two this time, and here it is, an entirely redone desert city, much, much nicer than the last IMHO. The revised desert is forthcoming. Simply extract the .zip and put the .hak in your hak folder. I created this with a decidedly 'Dark Sun' bent, notice the obsidian edges to some tiles. Not designed to interfere with or undermine the work of Athasian Nights, I just needed a tileset that fit a similar setting for my own upcoming module, and since my previous city needed a serious overhaul, here ya go.
This is a compilation of the old system into a single score. There were 4 that made this score of 8.75.
Posted by Cynik6 ( ..xxx.xxx ) at 2003-08-18 23:37:00
This is awesome. Any hope for a post SoU Desrt City?
Posted by Bad Karma ( ..xxx.xxx ) at 2003-06-29 17:07:00
hehe..wouldn't happen to have a Soyo SY-K7VIA motherboard would ya?
I gotta find another video card that will work on it.
Posted by Mandor ( ..xxx.xxx ) at 2003-06-29 14:14:00
I have the very same card, what a surprise ;)
Posted by Bad Karma ( ..xxx.xxx ) at 2003-06-29 12:52:00
Nooooooooo!!!!!!! Aaww man. I have a Guillemont Xentor32 Maxi-Gamer (32MB). Guess I'll have to use some low-rent tileset to go with my out-dated video card. :(
Thanks Mandor for the explanation. I was also having problems on Abyss (by Elesias), Underdark v1.9 (by Elesias), and this one.
Wonder if I can find a vid card that will fit my motherboard.
Posted by Mandor ( ..xxx.xxx ) at 2003-06-29 11:37:00
Bad Karma, this tileset probably uses dds textures only (I'm having the same problem with other tilesets). Too bad not all graphic cards can display them.
Posted by Bad Karma ( ..xxx.xxx ) at 2003-06-24 12:49:00
Lil' help, please. I DLed and installed and the tileset is void of color! Buildings, land, etc. My other tilesets are fine. Anyone have any ideas?
Posted by Avorleth ( ..xxx.xxx ) at 2003-04-24 22:11:00
Wow this is a nice update.
Darn you anyway, I just released SP2 designed heavily around the OLD tileset, and now you make a new/better one? :)
Ah well, I am not going to fuss with SP2 at this point. I'll just keep it with the old tileset. I actually kind of liked all the red areas.
Keep up the good work.
Posted by Nwart ( ..xxx.xxx ) at 2003-03-30 08:26:00
Great tileset! I found the red sand surrounding buildings on the first version was odd, but this new version is fantastic! default NWN cities are grey and boring, hope that there will be more haks like this.
Posted by Den of Assassins ( ..xxx.xxx ) at 2003-03-29 16:10:00
Oh, my... the choice of textures in this set is outstanding. I think the mediterranean set I've been working on is going to need to be integrated with this one (at least the tiles with architecture changes). Way to go. :)
Posted by bodangly ( ..xxx.xxx ) at 2003-03-28 12:00:00
Thanks for the suggestions, I'll take them into consideration. As for the renaming, yeah it would overwrite the old one, hence update the city without having to rebuild.
Posted by MokahTGS ( ..xxx.xxx ) at 2003-03-27 21:28:00
Ok, the more I look at this tileset the more I see things that don't seem to be quite right. It's a great set, looks good, but there are a couple of things that just look wierd.
1) The black and grey around the larger house tiles. They look odd and out of place when you place them in a city. Perhaps it's too much contrast in a setting that should have that much contrast. It's a desert city...over time pretty much everything is going to be sand colored.
2) The grey grass replacement around the good castle is ok, but you seemed to have colored the plants grey as well. That really makes it look odd.
3) The best texture in the tileset IMO is the cobble stone sidewalks are not used where they would look best...around the large houses.
Anyway, not to be a downer, but just thought I'd give you my feedback.
Posted by bodangly ( ..xxx.xxx ) at 2003-03-27 16:34:00
This tileset is a new one, if you want to replace the old one use a program such as the tileset duplicator to rename the extension to ttlam instead of tbodc
Posted by Duncan Mac Leod ( ..xxx.xxx ) at 2003-03-27 16:14:00
Is the new version an additional Tileset to your old one ??
...or is it released to update/replace the old Tileset ??
Posted by Dom Queron ( ..xxx.xxx ) at 2003-03-27 15:23:00
Beautiful, simply beautiful!
Posted by M.G.Skaggs ( ..xxx.xxx ) at 2003-03-27 12:28:00
Wow, Looks great!
Posted by Vilance ( ..xxx.xxx ) at 2003-03-27 12:25:00
Thank you so much, your timing is perfect, i am building a cfr desert and well....your originals are pretty, but they are not hi res so this saves me at least 12 hours of making new textures...it looks great, the plants especially! thanks again!
Posted by DMcSlay ( ..xxx.xxx ) at 2003-03-27 11:39:00
Oops... alleys. Not allies. Though an alley may contain either shadowed allies or enemies. One can never tell.
Posted by DMcSlay ( ..xxx.xxx ) at 2003-03-27 11:05:00
Does this include the NW Alley addition by Thallion Stellani? I can't imagine a tightly packed desert city without shadowed allies concealing unknown dangers...
You must be Logged In to post comments in this section.