Author Topic: NWNCQ v1.3  (Read 3202 times)

Legacy_DM_Vecna

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NWNCQ v1.3
« Reply #30 on: February 11, 2011, 03:45:25 am »


               Any timeline for this hak and ceilings being added to the CEP tilesets?
               
               

               
            

Legacy_Tonden_Ockay

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NWNCQ v1.3
« Reply #31 on: February 15, 2016, 09:26:25 pm »


               

I have to say that I can tell the difference in texture quality, but I do have to hand it to NWNCQ that it did do a really great job of making an area look lush without having to use a bunch of placeables. Which is something I for one love's out of a tileset. Using loads of placeables in an out door are just to make it look lush when the tileset its self could do it is just a wast imo.


 


This fist one kind looks like the woods around here in northern Ohio, if it had 3 times as many tress '<img'> . Most of the woods around here has loads of smaller trees.


 


Forest1_NWNCQ.jpg


 


westout2.jpg


 


Nexus01.png


 


 


and that last one is the rural tileset lol.


 


 


Very nice work on making the area look lush.


 


 


 


 


 


I forget did NWNCQ change the ground to be hilly/bumpy like Lord WoRms tileset ground is?



               
               

               
            

Legacy_Jedijax

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NWNCQ v1.3
« Reply #32 on: February 16, 2016, 05:35:25 am »


               

Yes it did.


 


It's really the opposite of what module builders look for in tilesets, or so I'm told. See, the thing is player and builder needs are almost opposed in this regard. Builders usually want a clean canvas to fill with their own ideas and work, whereas players just want realism, variety, "lushness" as you have mentioned. Unfortunately, Chico went a bit overboard. His NWNCQ is so full of already set stuff that it tends to conflict with modules that are heavy on placeables, creatures, triggers, etc. This is why I recommend it mainly as a basis for further, personalized projects. The idea is pro-player, but went a bit too far!