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Sinfar is made to be a very dynamic world. It is possible for anyone to build their own area using the game's editor (the Aurora Toolset).
You need to be a Sinfar Builder. Sinfar Builders are chosen by Mavrixio base on the following criterias:
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 = twl04;
Sewers = tds01;
Steamworks = tsw01;
Undercity Sewer = isc02;
- Barrows Interior = tbw01; - Beholder Interior [CEP] = tib01; - Crypts [CEP] = tdc01; - Deep Dungeon = isc01; - Ruins = tdr01;
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;
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;
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;
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;
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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;