Author Topic: Anyone up for a challenge?  (Read 692 times)

Legacy_Stormsong_NWN

  • Newbie
  • *
  • Posts: 20
  • Karma: +0/-0
Anyone up for a challenge?
« on: February 01, 2016, 06:06:29 pm »


               

This would be killer! Wish I had the skill.


 


https://www.artstati...m/artwork/0nVq4


 


 



               
               

               
            

Legacy_3RavensMore

  • Hero Member
  • *****
  • Posts: 1153
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #1 on: February 01, 2016, 07:21:00 pm »


               

This is about as close as you're likely to get.


 


http://neverwinterva...al-city-tileset


               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #2 on: February 01, 2016, 07:22:35 pm »


               

Take away the bumpmaps, customize the lighting, add a smidge more geometry and Zwerkules' Medieval City tileset is pretty close to that, IMO.


 


Edit: LOL! (knucklebumps 3RavensMore)



               
               

               
            

Legacy_Stormsong_NWN

  • Newbie
  • *
  • Posts: 20
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #3 on: February 01, 2016, 10:08:34 pm »


               

Downloaded.


 


Now is there a tutorial on merging hak packs around here?



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #4 on: February 01, 2016, 10:56:49 pm »


               

why merge hak packs? Just make two and include them both in the module list



               
               

               
            

Legacy_Stormsong_NWN

  • Newbie
  • *
  • Posts: 20
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #5 on: February 02, 2016, 06:25:02 pm »


               

I've had problems in the past with paks conflicting and causing issues with placeables etc. Don't really have to merge them, but I do need to check for conflicts. Of course this may be due to my ineptitude. I can script without trouble, but this side of things has always been Greek to me.


 


Was looking to add the CEP and no matter where I put them in the order, what were once rocks became trees, etc.


 


BTW MerricksDad, Beautiful work on your stuff. It is also in my list to add.



               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #6 on: February 02, 2016, 06:43:01 pm »


               

Using CEP with other haks does require merging.  It's not just a matter of correct ordering. One exception to this is standalone tilesets such as this (and the minor exception to that exception is the genericdoors.2da file).  But I think you can add medieval below your cep haks and it will work pretty well.  You may want to make a top hak (if you don't already have one) and pull the genericdoors entries from medieval into the cep version.   


 


Edit: Right... sorry, in this case it's doortypes.2da.  Thanks for the reminder TheOneBlackRider '<img'>  Faulty notes ...



               
               

               
            

Legacy_TheOneBlackRider

  • Hero Member
  • *****
  • Posts: 512
  • Karma: +0/-0
Anyone up for a challenge?
« Reply #7 on: February 02, 2016, 10:29:33 pm »


               

I merged that set - the doortypes.2da to be more specific, so it works with the DLCR-project. These were the lines for the Medieval City (I hope, I caught them all):


TNO-door:

188       Stream_Sewerentry        tn_sdoor_08        TNO01       nw_door_ttr_13      5349              0              0                ****             



xxx

1403      TMS01_Wall_Gate_outer    tnox_udoor_60      TMS02       tn_drawbridge       813               1              1                2                

xxx


---

1404      TCM01_SmallDoor2         tcm_udoor_10       TCM01       nw_door_ttr_07      5349              1              1                0    

1405      TCM01_Wall_Gate_inner2   tcm_udoor_02       TCM01       nw_door_ttr_01      813               1              1                2                

1406      TCM01_Wall_Gate_outer    tcm_udoor_03       TCM01       tn_drawbridge       813               1              1                2                

1407      TCM01_Wall_Gate_inner    tcm_udoor_01       TCM01       nw_door_ttr_01      5349              1              1                2                

1408      TCM01_WarehouseDoor      tcm_udoor_04       TCM01       nw_door_ttr_15      5350              1              1                0                

1409      TCM01_Portcullis         tcm_udoor_05       TCM01       nw_door_ttr_07      41562             0              1                11                

1410      TCM01_SmallDoor          tcm_udoor_06       TCM01       nw_door_ttr_07      5349              1              1                0               

1411      TCM01_RoundTopDoor       tcm_udoor_07       TCM01       nw_door_ttr_19      5349              1              1                0                

1412      TCM01_HouseDoor2         tcm_udoor_08       TCM01       nw_door_ttr_19      5349              1              1                0                

1413      TCM01_JailDoor           tcm_udoor_09       TCM01       nw_door_ttr_19      5349              1              1                0    

1414      TCM01_RuralTranPly       ttr_udoor_07       TCM01       nw_door_ttr_29      63542             0              0                ****             

1415      TCM01_RuralCave          ttr_udoor_06       TCM01       nw_door_ttr_12      63533             0              0                ****             

1416      TCM01_Cliff_Cave_2       tcm_udoor_11       TCM01       nw_door_ttr_13      5349              0              0                ****             

1417      TCM01_Drawbridge         tcm_udoor_12       TCM01       tn_drawbridge       5349              1              1                49               

---


xxx

1418      RESERVED_ZWERKULES       ****               ****        ****                ****              ****           ****             ****             

1419      RESERVED_ZWERKULES       ****               ****        ****                ****              ****           ****             **** 


 


EDIT: 1418+1419 are in use since the April 2015 update!           

 


So, you can pick the CEP one, add these (see, that the numbering is continously), add the merged doortypes.2da on top of all your HAKs and the city set should work together with CEP, even if you use the original city HAK.


 


Remarks:


- This is the part for the tiles, which get a door added when painted. If you also use the "extras"-HAK, you also need to merge the genericdoors.2da, as meaglyn wrote.


- Those entries above are for the version up to April 2015. Zwerkules may have added new ones with his later releases, so you better double check.


- If you also use the placeables, you would need to merge the placeable.2da, too. Otherwise you get this "rocks become trees" thing. '<img'>