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6 réponses à ce sujet

#1
Werehound Silverfang

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Haven't been able to play much lately; been on the road, and have only had internet acces at hotels, so I've been working on the module I host a lot. There's going to be big changes next time I update, but my biggest plan has me stumped:

I'm making a new area, and don't want *any* tileset. I'm using CEP 2.3
What I mean is, I have a .erf, which includes an area "Base Tileset: Crypts*" This area has 12 tiles that you can walk on, but have no appearance, at all: No checkerboard, or anything (See Picture). The tile says "tpad_498"

I want to copy that tile, and use it in the new area. However, when i try to paste it, it warns me "Pasting tiles to current area failed. This paste operation would have generated tiles that don't exist.

So, now I ask: How can I copy these tiles, or create them, in this new area?

Posted Image

Modifié par Werehound Silverfang, 30 septembre 2010 - 10:29 .


#2
Fester Pot

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I see the picture and I see a checkerboard, so I'm confused when you said it doesn't show a checkerboard.

A way around this is to duplicate the area by creating a COPY of the entire area. This will create a NEW area, which you can now modify using the tiles that are present. You should also be able to resize the area and duplicate the tiles as the area expands.

My other suggestion is that the .erf you are importing is an exported area that requires a HAK that you do not have attached to the module you are importing it to.

FP!

Modifié par Fester Pot, 30 septembre 2010 - 10:35 .


#3
Werehound Silverfang

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The .erf doesn't require anything. It's just a crypts tileset. You see the checkerboard, and do you see the 12 tiles around it? There's nothing there, but it's walkable. Those are the tiles I want to copy. I can paste those just fine, but the invisible tiles won't paste.

Also, I can resize the area to be bigger, but it leaves that checkerboard there (which I don't want). I cannot resize to 1x1 (to just a single blank square tile) as I get a memory access error, and the toolset locks up. And since I can't do that, i can't make it just the invisible tile, then resize it to my needs.

Modifié par Werehound Silverfang, 30 septembre 2010 - 10:46 .


#4
Dagesh

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Where did you get the .erf? Did someone use different custom content besides cep to make it? Did they then give it to you after that? I agree w/ FP that you are using an area that requires file you don't have which makes it appear invisible.

If you want an empty area of all texture it would be better to make a new tile/tileset which includes working with a .set file and the like. Check with the custom content fellows for help with that.

Modifié par Dagesh, 30 septembre 2010 - 11:41 .


#5
Lightfoot8

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Werehound Silverfang wrote...

The .erf doesn't require anything. It's just a crypts tileset.



Even if a .erf contained a tileset,  It would do you no good to inport that tileset into a module.  tilesets have to go into eithr the override folder or a hak pack.  

#6
kalbaern

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It looks like the OP is trying to duplicate the nulled tiles used in CEP's Skybox Viewing Module. Acaos explains here how it was done.



http://nwn.bioware.c...709718&forum=83

#7
Werehound Silverfang

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kalbaern wrote...

It looks like the OP is trying to duplicate the nulled tiles used in CEP's Skybox Viewing Module. Acaos explains here how it was done.

http://nwn.bioware.c...709718&forum=83

In fact, that's almost exactly what I'm trying to do. Acaos is who I received the .erf from.