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Changelogs
Version 0.004
- Navmeshes;
- Boat;
- A bit more vegetation;
- Changed terrain parameters because previous ones caused the fog and grass to appear buggy.
Version 0.003
Save file now has no dlc requirements.
Most of the map got remade:
The dike:
– Replaced terrain with TW3 terrain with grass and trees. One of the distant mountains got remade, so it is an actual mountain instead of a flat surface with tree billboards.
- Generated normal maps for the textures. They might be a bit too low res because source textures are quite blurry.
- A bunch of fixes to geometry.
Temple quarter and trade quarter:
- Almost completely fixed the weird shading on some objects.
- Maps got sliced into many smaller parts, allowing for much better stability and finer collision.
Version 0.002
Now there is a cooked version of the mod that you can install and play inside the game. For that, download “tw1maps playable mod” from the files page and install it like any normal TW3 mod. Then load the save from the archive to access the map.
Version 0.001
Initial release
This is a port of the several TW1 maps (Vizima dike, Temple quarter, Trade quarter, and Old Vizima) combined into one seamless level. I didn't put much effort or time into the porting process, so there are quite a few glaring flaws:
It is very easy to fall out of bounds because original game didn't have much vertical mobility;
Some geometry may look funky;
all materials are diffuse-only, no normals or other PBR maps;
terrain textures are wrong.
Video demonstration:
Installation: As a mod:
Download "tw1maps playable mod" from the files tab.
The archive contains a savefile and the mod itself - put the save into your gamesaves folder, then put the "modtw1maps" folder into your The Witcher 3\mods directory.
Load The save file from the main menu
REDkit version:
Download "Witcher 1 maps" from the files tab.
Put the "tw1maps" from the downloaded archive into your projects directory and open it in the REDkit.
Load the "tw1map" level.
Load all layers.
Done! Now you can look around the map or play it in the editor. Sometimes, the collision doesn't load (because REDkit is a nice and stable piece of software) - try starting the game inside the temple or trade quarter and wait a bit before stepping onto other parts of the level - the collision should load then.