Massive 2300+ tileset for building rural, city, exterior and interior castle areas.
Basically it's CCS v0.478 + Zeon's Improved NoCobble CRF based on DOA v1.40 + improves & adds.
Originally hakpack has been hosted on popular NWN website nwvault.ign.com, but it no longer exists. Fortunately, enthusiasts transferred all content of nwvault to new neverwintervault.org, though, all scores and comments were lost during transition:
http://neverwintervault.org/project/nwn1/hakpak/combined/complete-ruralcity
Version with preserved score and comments. Just for the history record:
http://neverwintervault.org/rolovault/projects/nwn1/hakpaks/7494/index.html
- Improved NoCobble CRF based on DOA v1.40 by Zeon, which includes:
- DOA City/Rural 2.1 + LOK XP1&2 + CCS v0.346b
- Improved Gentle hills w/Road
- New Walls with texture of CCS that flexible to use PureHak Rural by Elmer
- Some other stuff, merged by Zeon (see his tileset description for more information)
- More than 100 new tiles, imported from Stilgar CCS v0.478
- 63 new rural tiles, based on imported from CCS v0.478 tiles. Those includes grassed tiles from
Houses
andFeatures
groups - Edited ambient and diffuse light of CCS tiles. Now all of them have same parameters
- All CCS tiles now use cobble texture from standard City tileset
- Edited some tiles to fit new CCS textures
- Imported textures from CCS v0.478
- 2 new doors from CCS v0.478
- City buildings terrain, covered with grass
- City Alleys, that works with new grassed city buildings terrain
- Cliff stairs and chasm stairs from Bioware forest tileset (retextured). In hak used version from Tom_Banjo's Forest Expansion
- Some new raised terrain edges
- Grass placeable (author unknown), edited to fit properly tiles (now they have wider edges) and lowered to the ground
- Grass placeable (author unknown), standard tile size, lowered to the ground
- Grass and cobble gradient patches by Peter Poe
- City Bridge by Michael_DarkAngel
- Ruins tileset by Racerblue&Coulisfu&Boromir01 + some edge fixes + converted textures
- Roman Temple by GrassMaster
- RuinCastle by daemogorgon
- DLA Trees
- Airships by Some_ux
- Galleons by Schazzwozzer
- Caravels by Some_ux
- Longships by Some_ux
- Carracks by Some_ux&batinthehat NOTE: When pasting the Docked versions in the Toolset, make sure there already exists a dock or a road terrain crosser adjacent to the Ship
- Small boats by mobyksu
- Ship placeables by Vallias
- Cobble edges as groups. You can find it in
City
>Cobble Edge
- Special tile
Road - end
that can be used with CCS gates to fit it properly. Can be found inRural
>Road - end
- Wood wall (
wall 2
) which can be connected to cliff terrain (mdl
from Tom_Banjo's Forest Expansion) - Covered bridge remodeled and fixed by Michael_DarkAngel. I fixed its set-file, so now there won't be any issues with edge tiles. Original can be found here
- Stone bridge by Gribo (set-file has been reworked)
- Fort from tileset by Xerx. In hak used version from Tom_Banjo's Forest Expansion
- Special Continuer crosser for cobble. After that crosser all titles that are beyond edges of the map will become cobble ones. See screenshot from v0.985 for instructions
- Get hakpack latest release from releases section
- Unpack it somewhere
- Copy
CompleteRC.hak
fromhak
directory toNeverwinter Nights\hak
directory - Copy
*.erf
files fromerf
directory toNeverwinter Nights\erf
directory
If you're not familiar with Neverwinter Nights:
- Get Neverwinter Nights: Hordes of the Underdark 1.69 somewhere
- Create your first character and play main campaign
- Get addictive to NWN to the point when you will realize that you can't leave without NWN and you have strong urge to build something cool with NWN Toolset. Then proceed to next part:
If you're familiar with Neverwinter Nights:
- Launch NWN Toolset via
nwtoolset.exe
- Create new module or load already existing
- Proceed to
Edit
>Module Properties
- Switch to
Custom Content
tab - Select
completerc
from list and hit add. This will add new tileset - If you want hills without shadow issues, but with simpler curves — add
completercshr
and move it abovecompleterc
- Hit
ok
- Proceed to
File
>Import
and select four copied before toerf
directory files. You will need to repeat it four times — for each file. It will load new placeables into palette. - You're ready to build!
To create new area which will use this tileset use Wizards
> Area Wizard
and during creation select + Complete Rural\City
Hackpack-related placeables will appear in Palette
> Placeables
> Custom
tab > #Hackpack Placeables
.
CompleteRC can be used as swap-in replacement of DOA City/Rural 2.1 + LOK XP1&2. If your areas have been built with DOA City/Rural 2.1 + LOK XP1&2, just remove it from hak-list and add CompleteRC.hak
. That it.
Thanks to virusman for making it possible.
There is one bug with shadows of Hills
terrain. It can't be seen in toolset, but if you'll look at location with Hills
terrain in game, you might notice strange "shadow traces". Just run a bit around and probably you'll notice them.
Here are few screenshots with bug:
- http://data.virusman.ru/ax20/devs/ArmorDarks/CRC_shadowbug_h.jpg
- http://data.virusman.ru/ax20/devs/ArmorDarks/CRC_shadowbug_traces.jpg
Unfortunately I don't know how to fix it. Guys from CTP said that bug caused by too complex mesh.
For this moment there are only few solutions
- Don't use
Hills
terrain - Switch off shadows.
- Use optional simpler hills replacement pack, described below.
As was said above, original hills from Complete Rural\City, that were made by Zeon, causes shadow bugs.
Zeon's hills are much more realistic, more natural than Wayland Hills. Besides, they have advanced tiles for road, so you can place road anywhere on Zeon hills and it will look natural. However, not all people can stand shadow bugs they causing. And I'm no exception.
Since there are people that prefer to use more natural looking hills despite shadow bugs, compromise was needed to solve that problem. So? I've made optional hakpack.
Simpler hills replacement pack
contains Wayland Hills and will override hills of core CompleteRC hak. It DOES NOT affect set file at all - only mdl
s and wok
s.
Put CompleteRCshr.hak
above CompleteRC.hak
. That's all
All Zeon's hills tiles have few variations (usually 3-4 per tile). This pack will replace only first variations and won't cut other variations. Not big deal, but Waylandhills have completely other models and they won't fit Zeon's Hills — if you'll place Waylandhill and Zeon Hill close to each other you'll see white space because Zeon's hills a bit higher.
That means that:
- After applying that pack you'll have to change each hills tile to it's first variant manually with
Erase
tool - You'll have to change high of placeable that were placed on hills, because Waylandhills have different shape
This is list from my old notes. Not sure I will ever have time to fix those, but just in case — let's keep it here:
- fix water — it doesn't react on ambient light
- fix shadows
- fix stone bridge edge mdl — ends of birdge are missed
- remove dirty patch from stone bridge
- CCS wall — add continuer for pillars
- CCS castle — add continuers for castle walls
- Buildings — add cobble continuer
Please, report about bugs in repository Issues section.
For help to:
- virusman
- Helvene
- lord rosenkrantz
For help in finding of useful content for hak:
- Saduj
Made for Axistown.ru PW