I finally started to finalize this set! I have notes on little bits, which still need to be done and now I’m working on them. Just to show, that there still is progress, here some screens and info:
1. Made a road feature, which connects to the Inn barn:

2. Removed the leaves in front of the barn entry:

3. Added a dirt patch in front of the stairs down of the Inn:

4. The poles of the railing of the “Ground Access Feature” weren’t touching the ground - just “floating”. I changed that:

5. As written in the post on edge tiles: I added a wobbly terrain, which creates the tree edge tiles. All other “normal” base ground tiles are flat. I liked the idea to have at least one wobbly variant. So I added it. To make it look different from the “edge wobble tile” I added a dirtpatch:


6. Since I decided to keep the thatch roof approach for Meggins, I added a thatch roof rim:

7. And last, I finally started to clean up the terrain tiles. As written in another post, the tileset is based on an early TNO-version I found in one of the Solace-HAKs (dating to 2005-06-20). Bannor and I ran a bunch of them through CleanModels back then. Thing we regognized to late is, that it creates a “repair-node”, where an anim-node was, and doesn’t rename it back. So now I took the time to fix all these wrongly renamed nodes. After that I started with setting all ground meshes to shadow 0 and rotatetexture 1. A big THANKS goes out to @Mmat (see Vault forum: https://forum.neverwintervault.org/t/fi ... olved/6110) for putting tiles through a script, which batch-checked and -adjusted a ton of terrain tiles! A real time saver! While rechecking his results I found (by using a plain dummy texture with some text), that not all ground meshes were mapped the same way, so the “rotate texture feature” wouldn’t really work in the way it is meant. CleanModel as a remap feature, so I used CM again. The result now looks pretty promising:

Well, I now have a bunch of tiles with the “repair-node” again, which still need to be fixed (again), but else, I hope I’m done with those…
So after these fixes, I have the minimaps left, which will be done by Neverblender (again a big THANKS to @Symmetric for this tool!).
And then the pathnodes…
And then hopefully finally a release…