Elven City Tileset TEC01_ by Little Baron & Pogo Mudder
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All textures in the set are pulled from across NWN + XP1 + XP2, therefore this tilset requires all versions to work. All other content included came directly from Bioware's NWN/expansions or was created/adjusted by LB. Pogo Mudder created the itp file and did some set file editing, without which this hak would not exist.

The ElvenCity.hak includes: An entirely independant tileset, "Elven City", new doortypes, Elven City Minimap, Edgetiles.

The ElfExtras.hak includes: Elven City Loadscreens, A new skybox called "Green_Sky" to simulate a distant green canopy overhead.

It is unimportant which order you place the 2 haks into your mod.

ElfExtras.rar also includes: A demo module that requires both elf haks to work properly. 
It also includes a "patch": If you really don't like the dome toppers on the stairs, this patch will remove them for you. You can either merge it into the ElvenCity.hak or place the patch as a priority over it.

If you are using more than one custom tileset please note
The following 2da's are shared files and may need some adjustment:

Doortypes.2da
Loadscreens.2da
Skyboxes.2da

The tileset uses the HoTU Underdark Tileset as a base.

Most features work exactly like their original counterparts in the Underdark set.

Read below for directions about the BETA platform feature & some known issues.

Otherwise, many thanks to Bioware for a great game, and to the wise custom content creators out there who answered some of our questions!

ENJOY!

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Beta Feature: This hak allows the building of raised platforms to simulate a city suspended by and above the trees. There is no specific "platform" terrain shown in the toolset. To access this feature, follow these simple steps:

1. Paint squares of Raised terrain (1 level) in a plain of "floor" terrain,    sized to your preference.

2. Paint Chasm terrain all around and right up next to the raised terrain.    Sometimes, the toolset will not allow you to paint chasm on one tile until    you have painted it around adjecent tiles (this is an Underdark throwback issue). 
As you are painting, you will see the cliff edges change into platform edges.

3. Paint whatever floor/group/features you want in the centers of the platforms
   Two Cobble Tiles are used as alternates of "floor" tiles, and meant to mesh
   well with the platform edges.

4. Bridges: at a platform edge, there are two bridge tiles you can use: 
	
	A. Bridge Tile "A" is a "high bridge" tile that juts directly out from              the platform. There are no other "high bridge" tiles, and so this
	   type will only work properly if there is another platform directly               across from it... i.e., it needs a twin to work. 
	
   	B. Bridge Tile "B" is a low bridge to platform ramp. You can use it to              connect non-platform "low" terrain and "low" bridges to the platform.
	   It works fairly well, but there are some walkmesh issues, sorry.
	   See *Known Issues* for more info.
   
Bridges are the only way to connect platforms to any other terrain. No other     terrain connections are supported. This, coupled with the walkmesh issues on    the ramp are why this feature is included as a "beta".

The platform concept is displayed nicely in the ElfExtras.hak demo mod.
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KNOWN ISSUES:

1. Cobble Tiles are strewn about randomly when you make a new area.
   
   Not a true issue: The cobble tiles are alternates for use with the platforms
   or when you want a cobbled area or causeway. It is fairly easy to "erase"        them out or in when desired.

2. Walkmesh Issues with Bridge-to-platform ramp: The pc sinks in a little at the    top of the ramp & on either side of said top there are unwalkable areas that     should realistically be walkable. 

   I can't fix this myself. If you are a modeler and can model a new aabb node      to make this tile work better, I would happily update this hak & give you        credit for the fix. Again, this is part of the "beta" platform feature.

3. No 3d grass in front of one of the tree buildings. 

   Again, this has to do with a faulty (this time Bioware's) aabb walkmesh. A       new one would need to be made, which I am unable to do myself.

							- Little Baron
                                                                  							                        salamander15@hotmail.com


   


 



