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Title  High City Wall 1.1 upd.
Author  Sass
Submitted / Updated  09-23-2004 / 10-19-2004
Category  Tilesets
Expansions  NWN-1.62
This HAK is an add-on to DOA Builder Base 2.1. It is a request from the Glory and Fredom preciting world. It adds a croser called “High City Wall” witch raises the city wall to second level. It is not possible to place houses on the terrain the way it works now (it is like the “DOA cliff”). There are models for cobble, water (High City Wall can only be placed on cobble change to water after place), conner tower (place last), conner tower with water on both sides, elevation door and elevation ramp. Some models are missing, all the onec with normal and high elevation, elevation tower 1 (a ramp at the moment) and elevation cave (elevation door at the moment). If you have any requests send me a mail. I will update with a picture later.

I have added High City Wall (back) to work like DOA cliff (back) and corrected a error in one of the models. V 1.0: I have added some of the models for normal/high city wall transition. V 1.1: I have added a model to support the wall croser and added a demo module to the zip (the hak file is still cald _1.0, I forgot to change the version number). upd: DEMO updated removed unused hak files, hak file renamed to 1.1.


Submitted: 09-23-2004 / Last Updated: 10-19-2004
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Comments (20):

Posted by Sass ( ) at 2004-10-25 11:41:00    
DeLaY_LaMeR: I cant get the high bridge to stop puping up... It is written corect as fare as I know.... Sorry!

Posted by Sass ( ) at 2004-10-25 00:20:00    
DeLaY_LaMeR: I will make an update to correct this annoying problem.

Posted by DeLaY_LaMeR at 2004-10-24 06:04:00    
i like the hak, but the random bridge parts are really annoying...

Posted by DeLaY_LaMeR at 2004-10-24 06:03:00    
i like the hak, but the random bridge parts are really annoying...

Posted by Sass ( ) at 2004-10-15 03:47:00    
Sorry I forgot to remove the haks there is not needed from there module. I will update it ASAP.

Posted by SilverLady at 2004-10-03 14:47:21    Voted 10.00 on 10/03/04

Posted by Sass ( ) at 2004-10-03 11:25:00    
Bixel: Im using gmax with the NWNScript, the only problem I have with this is when I export the NWN model, the script close, and I have to restart gmax. Its a easy to use tool and its free.

Posted by Bixel ( ) at 2004-10-02 20:31:00    
Hey Sass, what 3d artist program are you using? ...I have all the DOA tutorials plus some CODI docs on modelling...I'd love to do a hak of the Caverns/Mines...what program you recommend?

Posted by Angel_uhv_Death at 2004-09-28 18:48:11    Voted 10.00 on 09/28/04

Posted by sass ( ) at 2004-09-27 11:29:00    
DOA: Thanks for the comment, I was struggling with a way to place the High City Walls and suddenly it hid me, that you already hade done something similar. This was a great help...

Posted by sass ( ) at 2004-09-27 11:23:00    
Bixel: Its a good idea, but I dont think I have the time, as you say your self, its a huge amount of work.

Posted by Sass ( ) at 2004-09-27 11:19:00    
Reeba: send me a mail and I will send you a hak to the NWN city adding the high walls, so you only need one small hak.

Posted by Reeba ( ) at 2004-09-27 08:05:00    
Mrr. The long list of required hak packs to run this is rather discouraging. It would help a lot of you extracted what in those haks was needed to make this work and recompiled those items into the hak with this addon, making it a one-hak addon. I for one would love to experiment with this hak but I have no wish to go searching for half a dozen other haks full of stuff I don't want just to make this work. I do hope you consider this when releasing the final version.

Posted by Nissa_Red at 2004-09-27 07:12:00    Voted 9.00 on 09/27/04
Thank you, Sass, I appreciate your contribution and voted for you.

Posted by Nissa_Red at 2004-09-27 07:07:02    Voted 9.00 on 09/27/04
Please keep up the good job, Sass, thank you for this contribution !

Posted by Bixel ( ) at 2004-09-27 01:25:00    
This reminds me of an idea I had a while ago...I was thinking about trying to do it myself with gmax (if they only would send me that email clarification!) but I am a newb at 3d modelling. If anyone wants to take a stab at it go ahead. Here's the idea...extend the Caverns/Mines walls to double then place a roof over them...after all there are some Bioware tiles that do have partial roofs. It would be a lot of work for just that aesthetic feel but at least I wouldn't feel like I am walking in a mouse maze every time I go dungeon exploring.

Posted by DOA at 2004-09-25 23:03:00    
Well done! Working with the "fake" double rise is something that was a bit of an experiment on my part to trick the toolset, but it works ok. I'm real happy you expanded on this concept with the city walls. :)Carpe Terra, Project Lead

Posted by Sass ( ) at 2004-09-24 11:36:00    
Yes the first and second story walls can be mixed but trere are som models missing, they will be added and are in the .set file, so they will be grey tiles on the map for now, later when the models get in the hak, you just use the new one and wupti.. the map looks great..

- Sass

Posted by Nissa_Red at 2004-09-24 06:56:00    Voted 9.00 on 09/27/04
Just two quick questions please, Sass, as I am at work at the moment :

- is the second story wall walkable ?
- can the first and second story walls be mixed ?

If yes to both questions, your addition is absolutely fantastic.

I am going to try it out this evening, thank you for your contribution in any case :)

Posted by Sass ( ) at 2004-09-24 01:20:00    
Hi, I forgot to write that the folowing hak packs are necesary to get all tiles:
This is the order of the hakpacs.

- Sass

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