Page 3 of 4
Re: A New HAK for The Vast?
Posted: Thu Aug 08, 2013 7:45 pm
by Hungry Crow
Really pretty. Thanks Toro, thanks AG.
Re: A New HAK for The Vast?
Posted: Mon Aug 12, 2013 3:52 pm
by DonniFuhay
I have been on vacation, just updated with the new HAK. Went out the south gate with Olin, Wow
I can't wait until I have time to explore anew the vast.
I have always enjoyed the world of the VAST and now it is even better.
Thanks, very much for all the creative work.
A New HAK for The Vast?
Posted: Wed Aug 14, 2013 3:27 pm
by Algernon's Ghost
I'm glad you're all liking the changes so far. I have to say thanks to Toro, Zwerkules, and the folks at Project Q for all the great work they've done on tilesets.
Phase one of this project focused mainly on updating the rural areas (including the old BW rural tileset with Toro's project, the TnO tiles with Q's changes and additions to that set, and Zwerkules's Medieval Rural which will be used pretty soon to rebuild some areas).
Zwerkules's caves and mines set was really handy to override the entire look of all the existing BW Caves and Mines tiled areas we have, plus it gives me a lot more options to modify areas, and build new ones.
I also did some customization to the forest area tiles just for The Vast using various textures, imported tiles, and custom mods. The old BW forest tiles and CEP added tiles will continue to be altered to improve the look of things in the woods.
There is a lot of work to be done yet - updating areas, rebuilding some, and of course adding new areas. There will be updates to the Vast-specific hak compilation as well. You'll all get notice on the forums when that happens.
Please feel free to give feedback here regarding the changes made by the HAKs. Let us know what you like and what you don't. If you find bugs like mismatched tile edges, seams that show, etc., please post those in the Bug Reports section. You can also let me know in game if you're standing at a specific example, and I'll come look.
Re: A New HAK for The Vast?
Posted: Thu Aug 15, 2013 8:11 pm
by Toro
I do have a couple suggestions for how you packed up the haks.
1. Don't include zwerk's MedievalRural and biomines (or any hak that is untouched) in your compilation. Instead provide a link so players are always assured of the latest versions. Unless you did make changes to them but then make sure you rename them.
2. Have a look at zwerk's biointeriors.
3. Keep an eye on this, I really think this is going to be the answer to all hak pack woes.
http://social.bioware.com/forum/1/topic ... x/15594279
Re: A New HAK for The Vast?
Posted: Thu Aug 15, 2013 8:42 pm
by Algernon's Ghost
Hey Toro. I packed up Zwerk's biomines to be sure players always had the same version as the server, but maybe that doesn't make a difference. The other reason was to keep the hak downloads to as few steps as possible.
I had looked at his interiors in the past, but need to revisit them again. I was just wondering late yesterday if Q had added any ceilings to the old interiors, but hadn't checked that either.
Re: A New HAK for The Vast?
Posted: Wed Aug 28, 2013 5:11 pm
by Algernon's Ghost
With all the work being done on the module lately, there are bound to be some bugs. Please post in the Bug Reports forum if you find anything weird, broken, or strange. It will help me to have these things noted there for my reference. Thanks.
Re: A New HAK for The Vast?
Posted: Fri Sep 27, 2013 1:41 pm
by Algernon's Ghost
Coming very soon, an update to the haks that fixes some problems with the cave set, and some other small issues. Also included is a very major update to the forest areas. Look for shrubbery and tree canopy!
Once I have these updates in, I'll be able to focus on building and other module issues again for a while.
Re: A New HAK for The Vast?
Posted: Fri Sep 27, 2013 7:57 pm
by Toro
Re: A New HAK for The Vast?
Posted: Wed Oct 02, 2013 10:42 pm
by Algernon's Ghost
Phase two of our HAK upgrades is now here!
You'll need to put these updated files in your hak folder inside your game installation.
Update package contents: vs_top, vs_forest, vs_rural, vs_toro_rural, vs_footpaths
These are the only files you need to update.
Download just the ones you need in this update pack.
Unzip the download with 7-Zip. Install them all to your hak folder. Overwrite all of them when it asks.
Delete the file: toro_rural_exv
(This file was renamed vs_toro_rural, and consolidated with duplicate data.)
If for some reason, you prefer to reinstall everything from Step 3 on the website hak page, you can do that instead, but the only files that changed are listed above.
Re: A New HAK for The Vast?
Posted: Thu Oct 03, 2013 7:08 pm
by Toro
Delete the file: toro_rural_vs
Do you mean "toro_rural_exv" ?
*Edited sometime later*
AG, Looking REAL NICE ! The forest has come a long way since CEP's version. It looks more uniform, even the forest transitions in rural look great !
Re: A New HAK for The Vast?
Posted: Thu Oct 03, 2013 8:46 pm
by Algernon's Ghost
I did mean _exv, yes. Thanks for catching that.
There are still things to be done with the forest, but this is the bulk of it.
Re: A New HAK for The Vast?
Posted: Fri Oct 04, 2013 12:33 pm
by AtraAngelis
I must admit, these terrain hak's are making the vast look incredible.
Its like walking old places all over again for the first time.
Re: A New HAK for The Vast?
Posted: Fri Oct 04, 2013 12:35 pm
by Thorned Rose
^ What he said. I am loving this!!
Re: A New HAK for The Vast?
Posted: Fri Oct 04, 2013 1:29 pm
by Algernon's Ghost
Glad you like it. In addition to a huge amount of work on the forest tiles, I added some shrubbery to a handful of tiles in the rural set.
Re: A New HAK for The Vast?
Posted: Fri Oct 04, 2013 1:49 pm
by Algernon's Ghost
Oh, if you go between the Vineyard and the Hold, you'll see some areas I rebuilt using Zwerkules' Medieval Rural hak, which we installed back in phase one. Mountainous terrain.