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NWN HAKPAKS

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Title  'True' Secret Doors & Illusionary Walls Demo
Author  JemyM
Submitted / Updated  08-08-2003 / 08-08-2003
Category  Combos - Tilesets
Expansions  Works on all versions
Description
A thing we created for the Eye of the Beholder II module (http://eotb2.no-ip.com), and like to share. This demo shows how 'true' illusion walls / Secret Doors can be built, that not only stop the Minimap from revealing the secret, but also limits your line-of-sight. Better Illusion Walls than this can probably not be done with NWN! It is still a work in progress, and therefore without detailed instructions.

The following are words from The Hanker Chief, author of the module: This module and hak pack demonstrate my implementation of secret doors and illusionary walls that I developed for the Legend of Darkmoon project. The system is based on cutting an extra corridor into existing tiles and creating placeables out of the cut portion. I have made two versions of these placeables, one which you can walk through, and which you cannot. This demo only has two tiles completed. known issues: Since the illusions and secrets are placeables, they have different lighting properties when compared to the tiles themselves. This can reveal the prescence of a secret door or illusionary wall using this system. That said, the best way to fool players is to use the walls in dark areas. Also, curiously, the walls do not agree in appearance in the toolset and in game. Enjoy, The Hanker Chief

I will open a forum thread on the nwn boards where this can be discussed as soon as the file is uploaded.


Files

NameTypeSizeDownloads
Secret_DoorsIllusionary_Walls_Demo.zipSecret_DoorsIllusionary_Walls_Demo.zip
Submitted: 08-08-2003 / Last Updated: 08-08-2003
zip51.95Kb1433
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Comments (15):

Posted by Visvalor at 2012-10-09 15:29:23    Voted 1.00 on 10/09/12
Doesn't work. It's red in the toolset with no placeable option. If it does work the creator should include a tutorial or read me file.

Posted by Luinaria at 2010-01-25 09:07:42    
Sorry, this may not be on the right subject..
I've searched for hours and to no avail, how do I set a Starting Location for a created creature in my own test module? I can't find it on any of the Wizards nor can I even place Standard creatures in the module. Items like tables, chairs, windows and the such have no issue but the creatures won't drag over. I am really having a problem here and couldn't find the appropiate forum.
PLEASE HELP.
number-one-son@att.net is my email

Posted by Timbo ( ..xxx.xxx ) at 2003-08-18 06:05:00    
Me again. I have no wall texture, just a black hole where there should be one. No other haks are installed. I had a look in the hak with nwviewer & the wall is there. Puzzling

Posted by Timbo ( ..xxx.xxx ) at 2003-08-18 05:22:00    
Hi Hanker Chief, You need the corridor in the top of the main room for it to work! Looks really cool. Top job!

Posted by The Hanker Chief ( ..xxx.xxx ) at 2003-08-13 16:28:00    
Timbo, only 2 tiles are done for the demo so there is only one condition in which the toolset will let you paint "Secret Door"
the screenshot shows the floor diagram, the "secret door" crosser only works on the East wall of the Northeast tile of the central room, and the West wall of the Southwest tile of the central room.


Posted by Timbo ( ..xxx.xxx ) at 2003-08-13 05:00:00    
Hi Hanker Chief. Open up the tool set started a new level, re-created the map you have here & no joy. I select the secret door trrian type and the box that follows the mouse around never goes green so I can't paint the tile. Mmm, if I get time I'll pull apart the.hak file and see if I can see what the issues is.

Cheers, Tim

Posted by The Hanker Chief ( ..xxx.xxx ) at 2003-08-12 15:15:00    
Regarding compatibility:
-Theoretically-, the .hak should work with any version of NwN (I have not tested it). The module, on the other hand, is probably not backward compatible.
Therefore, if non SoA users are adventurous enough, they could attempt to make the demo map themselves.
The screenshots on nwvault should make it clear which two tiles actually support the new crossover type.

Posted by Timbo ( ..xxx.xxx ) at 2003-08-12 05:05:00    
Agreed, it doesn't work with 1.30 nwn. Complians about a newer version of the toolset. Bother, looked like what I needed.

Posted by Anonymous ( ..xxx.xxx ) at 2003-08-11 17:27:00    
Does NOT work on all versions. I am getting an Expansion Pack error when trying to use this Hak, so I am guessing it's SOU comaptible, not NWN stand alone compatible.

Posted by Georg Zoeller ( ..xxx.xxx ) at 2003-08-11 08:14:00    
That really reminds me of those secret doors in the old gold box games and the EoB series where you tried to bump in any wall ... nice!

"I feel a slight draft coming from the north..."

Posted by JemyM ( ..xxx.xxx ) at 2003-08-10 14:27:00    
Oh. I wasnt aware of that. Well, sorry about the inconvenience then.

Best Regards
JemyM

Posted by The Hanker Chief ( ..xxx.xxx ) at 2003-08-10 13:55:00    
Thanks, Den of Assassins. However, contrary to what Jemy said earlier, I already had updated the .itp for the public demo. The new crosser type should appear as 'Secret Door' in the toolset palette.

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-08-10 07:59:00    
re: custom tile name... in ITPTool the first element:

TYPE = STRREF
NAME = NAME
VALUE = This is the name of my tile or group


Posted by JemyM ( ..xxx.xxx ) at 2003-08-10 01:41:00    
The really cool part here is that neither the minimap, nor the 'fog' reveals the area behind the door. Until you pass through, there is no way to tell that there is something behind the wall. I was testing out the other Illusion Walls, but decided to not use them becouse of this. Up to now I have used scripted 'jumpers' that move the character to the other side of the wall in an uncool way. Now I can use this instead. :)

In fact, first time Hanker Chief sent this to me in a demo I completely missed the Illusion Wall and coulnt tell what was so special with his little 'demo' :)

Our entire module is built up with the Castle Interior tileset, although we use a couple of reskins. Its still the Castle Tileset models thou. Becouse of this, our job is likely done for now, but I hope someone likes the idea and completes the rest of the tilesets.

Also, we couldnt find a way to name custom tiles, so right now the custom tile is named "Barbarian", and some more custom tiles must be fixed to make it possible to place the walls anywhere. Right now they can only be placed at the end of a corridor - to the corner of a room.

Best Regards
JemyM

Posted by Sorphales ( ..xxx.xxx ) at 2003-08-09 21:21:00    
Looks very promising! Especially the fact that you used places for the illusion doors that no one would expect at first. Lady blood had some illusionary walls and Danmar, too, but both had quader-like secret doors, like a whole quadratic wall-segment.

Thanks a lot!

Please make more of them for other tilesets also ;c)

Sorphales

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