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building:houses [2019/05/03 12:17]
building:houses [2019/05/03 12:20]
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-====== Adding Houses ======+====== Adding ​Player ​Houses ====== 
 + 
 +===== Setting up Player Housing ===== 
 + 
 +===== Player Housing Tileset Codes ===== 
 + 
 +==== Caves/​Dungeons ==== 
 + 
 +  * Classic Dungeon = cdlif; 
 +  * Dungeon [CEP] = tde01; 
 +  * Dwarven Chasms = isc04; 
 +  * Eye of the Beholder = tei01; 
 +  * Mines and Caverns [CEP] = tdm01; 
 +  * Sea Caves = tdt01; 
 +  * Sen's Icy Caverns = sic01; 
 +  * Sen's Mines and Caverns = scv01; 
 +  * Sen's Underdark = sdg01; 
 +  * Underdark [CEP] = ttu01; 
 +  * Versatile Dungeon = tvd; 
 + 
 + 
 + 
 +==== Catacombs/​Sewers ==== 
 + 
 +  * Catacombs = twl04; 
 +  * Sewers = tds01; 
 +  * Steamworks = tsw01; 
 +  * Undercity Sewer = isc02; 
 + 
 + 
 + 
 +==== Barrows/​Crypts/​Ruins ==== 
 + 
 +  *  Barrows Interior = tbw01; 
 +  *  Beholder Interior [CEP] = tib01; 
 +  *  Crypts [CEP] = tdc01; 
 +  *  Deep Dungeon = isc01; 
 +  *  Ruins = tdr01; 
 + 
 + 
 +==== Exterior Wild/Rural ==== 
 + 
 +  * Barren Lands = isc03; 
 +  * Desert [CEP] = ttd01; 
 +  * Desert, Babylon [CTP] = tced0; 
 +  * Forest [CEP] = ttf01; 
 +  * Frozen Waste [CEP] = tti01; 
 +  * Medieval Forest = tfm01; 
 +  * Rural Grass [CEP] = ttr01; 
 +  * Rural Winter [CEP] = tts01; 
 +  * Swamps [CEP] = zkw01; 
 +  * Tropical = ttz01; 
 +  * Urban Wasteland = wlu01; 
 +  * Wild Woods = ttw01; 
 +  * Wildlands = twl01; 
 +  * Wildlands Winter = twl02; 
 +  * Worms Cypress Bayou = wcs10; 
 +  * Worms Dense Jungle = wdj01; 
 +  * Worms Desert Plains = wdp01; 
 +  * Worms Fantasy Interiors = wdd04; 
 +  * Worms Forest Summer = wsf10; 
 +  * Worms Jungle Mountains = tjj01; 
 +  * Worms Mirkwood Swamps = wms01; 
 +  * Worms Outer Limits = wcc01; 
 +  * Worms Scorched Earth = wlf01; 
 +  * Worms Undersea = wut01; 
 + 
 + 
 +==== Exterior City/Town ==== 
 + 
 +  * Aztec Exterior = tze01; 
 +  * Castle Exterior, Rural = tno01; 
 +  * City Exterior [CEP] = tcn01; 
 +  * Complete Rural/City = tcr10; 
 +  * Elven Treetop City = thf02; 
 +  * Gothic Estates = gg; 
 +  * Medieval City = tcm01; 
 +  * Medieval Rural = trm01; 
 +  * Modern Suburbs = udp1; 
 +  * Oriental Rural = ori01; 
 +  * Sigil, Exterior [CODI] = tps01; 
 + 
 +==== Housing Interior ==== 
 + 
 +  * Castle Interior 1 [CEP] = tic01; 
 +  * Castle Interior 2 = tni02; 
 +  * City Interior 1 [CEP] = tin01; 
 +  * City Interior 2 = tni01; 
 +  * Drow Interior [CEP] = tid01; 
 +  * Elven Interiors, Marble = bvi80; 
 +  * Elven Interiors, Wooden = pie23; 
 +  * Fancy Castle = fla01; 
 +  * Fort Interior = twc03; 
 +  * Gothic Interior = gi; 
 +  * Illithid Interior = tii01; 
 +  * Medieval Keep Interior = tei02; 
 +  * Modern Office Interiors = udp2; 
 +  * NWN2 Houses = tms02; 
 +  * Oriental Interior = ori02; 
 +  * Sen's Rural Inn = sic11; 
 +  * Sigil, Stern Interior [CODI] = thv01; 
 +  * SJ Wood Interior = tis01; 
 +  * White Marble Castle = mbc30; 
 +  * Workshop = wks01; 
 + 
 + 
 + 
 +==== Misc ==== 
 + 
 +  * Arena = tte30; 
 +  * Future, Secret Base = tcdh0; 
 +  * PHoD Bunker 1 = fifi1; 
 +  * PHoD Bunker 2 = fifi2; 
 +  * PHoD Bunker 3 = fifi3 
 +  * PHoD Metal Vault Interior = mbc31; 
 +  * PHoD Metal Wasteland 1 = tsr02; 
 +  * PHoD Vault - Ancient = phodd; 
 +  * PHoD Vault - Exotic = phoda; 
 +  * PHoD Vault - Lumpy = phode; 
 +  * PHoD Vault - Murky = phodf; 
 +  * PHoD Vault - Strange = phodb; 
 +  * PHoD Vault - Tainted = phodc; 
 +  * Ship Interior = nex01; 
 +  * Starship Interiors = shp02; 
 +  * Worms Wagon Travel Interior = tms01; 
 + 
 + 
 +==== Housing String Sets ==== 
 + 
 +**Expansive city housing string:** 
 + 
 +//Has all of the housing interiors as well as versitile dungeon, ruins, barrows and catacombs.//​  
 + 
 +tvd;​tic01;​tni02;​tin01;​tni01;​tid01;​bvi80;​pie23;​fla01;​twc03;​gi;​tei02;​udp2;​sic11;​thv01;​tis01;​mbc30;​wks01;​twl04;​tbw01;​t 
 +dr01; 
 + 
 +**Minimal city housing:**  
 + 
 +//Has city interior, castle interior, elven interior, sens rural, gothic and sigil interior only.//  
 + 
 +tic01;​tni02;​tin01;​tni01;​bvi80;​pie23;​sic11;​gi;​thv01;​ 
 + 
 +**All tilesets in one:** 
 + 
 +tte30;​tze01;​isc03;​tbw01;​tno01;​tic01;​tni02;​twl04;​tcn01;​tin01;​tni01;​cdlif;​tcr10;​tdc01;​isc01;​ttd01;​tced0;​tid01;​tde01;​isc04;​bvi80;​pie23;​thf02;​tei01;​fla01;​ttf01;​twc03;​tti01;​tcdh0;​gg;​gi;​tii01;​tcm01;​tfm01;​tei02;​trm01;​tdm01;​udp2;​udp1;​tms02;​ori02;​ori01;​fifi1;​fifi2;​fifi3;​mbc31;​tsr02;​phodd;​phoda;​phode;​phodf;​phodb;​phodc;​tdr01;​ttr01;​tts01;​tdt01;​sic01;​scv01;​sic11;​sdg01;​tds01;​nex01;​tps01;​thv01;​tis01;​shp02;​tsw01;​zkw01;​ttz01;​isc02;​ttu01;​wlu01;​tvd;​mbc30;​ttw01;​twl01;​twl02;​wks01;​wcs10;​wdj01;​wdp01;​wdd04;​wsf10;​tjj01;​wms01;​wcc01;​wlf01;​wut01;​tms01;​ 
 + 
  
building/houses.txt · Last modified: 2022/10/26 00:24 by Carcerian

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