Search found 8 matches
- Sun Oct 11, 2009 10:02 pm
- Forum: Community Projects
- Topic: Placeables Tileset
- Replies: 10
- Views: 23409
<r>Has anyone ever tried the following :<br/> <br/> 1/ keep 1 wokmesh per tile, with no visible geometry<br/> 2/ create 1 placeable out of the fusion of all the tiles<br/> 3/ place the placeable in the area at the load of the module ?<br/> <br/> For a 16x16 area, it would have to be a huge (!) place...
- Mon Jun 29, 2009 7:25 am
- Forum: NWN - General
- Topic: top 100 NWN1 Tilesets as of 2010
- Replies: 77
- Views: 111835
Great thread!
<t>Just wanted to say that this thread is a great idea. If you were looking for some more, why not :<br/> <br/> 1/ add a screenshot of a *simple* area built with each tileset. In the best case, it should be functionnally identical (desert = oasis, rural = inn, city = marketplace, etc.), for matching...
- Sun May 20, 2007 8:20 pm
- Forum: CTP Tech Information
- Topic: CleanModels 3 - tileset debugging software
- Replies: 28
- Views: 51627
<r>You're correct, and I am absolutely baffled.<br/> <br/> I downloaded your tool about a week ago from the Vault, followed the instructions from your ReadMe and it didn't work. Today, I downloaded the tool from the same link again, extracted it, replaced whatever I had in my directory and now it wo...
- Fri May 18, 2007 10:17 am
- Forum: CTP Tech Information
- Topic: CleanModels 3 - tileset debugging software
- Replies: 28
- Views: 51627
<r>I am getting the same kind of error message than Tiberius when I try the CleanModels tool on a single tile extracted (in ASCII format with NWNexplorer) from the Bioware "Microset" tileset :<br/> <br/> [quote]<B><s>[b]</s>---> LOG file<e>[/b]</e></B><br/> <br/> CleanModels 3.0 Beta 1.0 Fri May 18 ...
- Fri Oct 20, 2006 8:36 am
- Forum: Community Projects
- Topic: Tilesets?
- Replies: 17
- Views: 32427
<t>I concur with Mecheon, and I'd like to extend the request to multi-level cliffs/caves.<br/> <br/> Even if the recent DLA "TNO" tilesets broadened our options to create cliffs (above water), I'd really like to see more of such cliffs that are raised by more than just one level above ground, that w...
- Fri Oct 06, 2006 4:07 pm
- Forum: Release One Discussion
- Topic: Tileset: CTP Gothic Interiors
- Replies: 12
- Views: 25631
<r>[QUOTE=Chandigar;8285]Hi there<br/> <br/> 1. The greenhouse walkway is a crosser, it should create a raised walkway in the center of the greenhouse. You need to place the greenhouse stair group to access it. Oh and yea, its very resource intensive. Thats probably the last time I try to use transp...
- Fri Oct 06, 2006 2:33 pm
- Forum: Release One Discussion
- Topic: Tileset: CTP Cave Ruins
- Replies: 18
- Views: 33731
<r>If this sweet-looking (barring the above bug) and extremely useful tileset (especially since Christopher included YumiChan's hall) gets updated, may I please request to have some "stream" tiles included to it, maybe even the pyramid like Tukaram did in her/his compilation :<br/> <br/> <URL url="h...
- Fri Oct 06, 2006 2:25 pm
- Forum: Release One Discussion
- Topic: Tileset: CTP Gothic Interiors
- Replies: 12
- Views: 25631
<r>Hi, CTP team <E>:)</E><br/> <br/> I guess I am late on reporting the "bug" regarding the absence of loadscreens for the "Gothic interiors" tileset, too. I checked in yesterday, since I couldn't place the "forest clearing" terrain in the "Gothic estates" tileset, but it was already mentioned.<br/>...