Author Topic: Drylands Tileset Redux  (Read 613 times)

Legacy_shadguy

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Drylands Tileset Redux
« on: February 11, 2016, 05:37:27 am »


               

Folks,


 


Mecheon and kalbaern were discussing updates to BAronRage's Drylands tileset over in another thread ( http://forum.bioware...-dwarven-halls/ ).  I spent some time finishing off what I could on that and shared it over here:


 


http://neverwinterva.../drylands-redux


 


Cheers,


-Dave



               
               

               
            

Legacy_Mecheon

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Drylands Tileset Redux
« Reply #1 on: February 11, 2016, 09:07:33 am »


               

Heck yeah, far better than what I had


 


Gonna give it the ol' Mecheon testthrough when I get a chance



               
               

               
            

Legacy_kalbaern

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Drylands Tileset Redux
« Reply #2 on: February 11, 2016, 02:32:31 pm »


               Thanks, I'll try and get it tested this weekend as well.

-edit- Wow, based on just the screenshots it looks like it'll exceed my own needs and inspire more plans soon.
               
               

               
            

Legacy_shadguy

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Drylands Tileset Redux
« Reply #3 on: February 11, 2016, 03:05:24 pm »


               

Cool, I'm glad it sounds like it will be useful for you.  I'm sorry I didn't get to the Barbaric North Fort tiles.


 


-Dave



               
               

               
            

Legacy_kalbaern

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Drylands Tileset Redux
« Reply #4 on: February 11, 2016, 08:01:58 pm »


               The water seems pretty dark green when compared to the CEP version, but otherwise it fits the bill. My first use won't likely use water features anyhow. Nice job and thanks again.
               
               

               
            

Legacy_shadguy

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Drylands Tileset Redux
« Reply #5 on: February 11, 2016, 10:50:05 pm »


               

I didn't do any texture work -> I used what came with Baron Rage's package (link provided on the vault page).   It may be relatively straightforward for you to update the texture, if you prefer the CEP texture, by grabbing the CEP one out of their HAKs, possibly renaming it (if CEP changed the name from source), and then sticking it in a higher priority HAK in your HAK list.  The water textures tend to get reused a lot, and you may be able to update the whole set's water fairly quickly and reasonably.  


 


As an example, I once changed a CTP tileset's water features to all look like blood with a single texture update, as an experiment.  That said, it depends on the tileset, but I suspect it will be a strong possibility for anything derived from an old original BW tileset.


 


-Dave



               
               

               
            

Legacy_kalbaern

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Drylands Tileset Redux
« Reply #6 on: February 11, 2016, 11:03:44 pm »


               

I didn't do any texture work -> I used what came with Baron Rage's package (link provided on the vault page).   It may be relatively straightforward for you to update the texture, if you prefer the CEP texture, by grabbing the CEP one out of their HAKs, possibly renaming it (if CEP changed the name from source), and then sticking it in a higher priority HAK in your HAK list.  The water textures tend to get reused a lot, and you may be able to update the whole set's water fairly quickly and reasonably.  
 
As an example, I once changed a CTP tileset's water features to all look like blood with a single texture update, as an experiment.  That said, it depends on the tileset, but I suspect it will be a strong possibility for anything derived from an old original BW tileset.
 
-Dave


Yeah, I'll likely do that when I add it to my own haks this spring. Thanks again.