I was hoping there was a way to save changes to the terrain without having to bake it again. I want to create a low orbit effect around a planet. I built a half_sphere heightmap, baked it, then thought I could flatten the terrain and put an environmental sphere (slightly smaller) under the mesh so my spelljamming ship looks as though it is orbiting.
Of course, the changes aren't registering (unless I bake it, thus flattening the heightmap).
Is there a way to retain a walkmesh and lower the terrain?
Saving Terrain Walkmesh spearately?
Débuté par
Boozehound Blue
, oct. 13 2010 01:45
#1
Posté 13 octobre 2010 - 01:45
#2
Posté 13 octobre 2010 - 02:17
#3
Posté 13 octobre 2010 - 02:33
This, eh?
Ok a quick(probably incomplete) guide to doing this.
First you need to work in a directory for this to work, you should be
anhyway because it's alot more stable saving than a mod file and alot
faster.
1:make base terrain, gound level without snow.
2:plot the walkable tiles
3:place helper objects the "Sunken City {Ruins 01 (X1) TINT}" scaled to
0.2264802; 0.2264802; 0.2264802 is a good choice since the bevel on it
coincides with an average humans hip and the top of a minimal halflings
head. Place these, lot of them, all over the walkable area and some on
paths leading out of the area. Position lock all of them.
4:bake this area and duplicate it, do not delete it as you will need it later when you need to modify the walkmesh.
5:in the duplicated area use Raise, Lower and Smooth to create
snowdrifts and snowlayer. A size 1 brush with a large falloff of about
8-15 or so depending on the area being raised, with about 5 to 15%
pressure.
6:save and close the toolset, this was neccecary atleast for me since
the files was locked by the toolset it seems, atleast it crashed:).
7:***BACKUP YOUR MODULE***
8:go into the module directory, /modules/[modulename]/ not just
/modules, make a tmp dir in /modules or on the desktop or wherever, copy
the [area_name_of_walkmesh].trx to the tmp dir and unpack it with
trnunpack.
9:in this dir there now should be a file called [number].aswm, copy this
file somewhere safe as it is the walkmesh you will insert into the
other area, delete the other files including the .trx you copied, make
sure that you copied it and not moved it.
10:copy the [area_name_of_snowmap].trx to the tmp dir and unpack it,
delete the [number].aswm copy the other .aswm file to this dir.
11:use trnpack with the -d switch to pack all the files together in a
new .trx and the -o [area_name_of_snowmap].trx copy this .trx to your
module dir.
12:run the module.
You will probably want to set up som .bat files to automate this.
Also do an exploration character that is a halfling with minimum height
and run around the area with, if the camera drops below the terrain mesh
you the camera bounces off of the underside of the terrain mesh making
it hard to navigate.
Also when adjusting the snowheight swap the snow texture for either a
cobblestone or woodplank texture making it alot easier to see the
heightshift.
You will need to copy all the placeables(that affects the walkmesh) and
walkmesh cutters to the base heightmap for final cutting, make sure you
position lock them before copying.
Make some batfiles that takes parameters such as the tmp dir and
filenames and that automates the file deletion and copying, make a
shortcut with the areaname and that runs nwn after the packing/copying
is done, if you don't know how to do this there are probably some
websites that can teach you dos and batch files.
Also I am not responsible if you manage to delete anything vital to NWN2 or your computers workings:)
I think I can handle that.
Ok a quick(probably incomplete) guide to doing this.
First you need to work in a directory for this to work, you should be
anhyway because it's alot more stable saving than a mod file and alot
faster.
1:make base terrain, gound level without snow.
2:plot the walkable tiles
3:place helper objects the "Sunken City {Ruins 01 (X1) TINT}" scaled to
0.2264802; 0.2264802; 0.2264802 is a good choice since the bevel on it
coincides with an average humans hip and the top of a minimal halflings
head. Place these, lot of them, all over the walkable area and some on
paths leading out of the area. Position lock all of them.
4:bake this area and duplicate it, do not delete it as you will need it later when you need to modify the walkmesh.
5:in the duplicated area use Raise, Lower and Smooth to create
snowdrifts and snowlayer. A size 1 brush with a large falloff of about
8-15 or so depending on the area being raised, with about 5 to 15%
pressure.
6:save and close the toolset, this was neccecary atleast for me since
the files was locked by the toolset it seems, atleast it crashed:).
7:***BACKUP YOUR MODULE***
8:go into the module directory, /modules/[modulename]/ not just
/modules, make a tmp dir in /modules or on the desktop or wherever, copy
the [area_name_of_walkmesh].trx to the tmp dir and unpack it with
trnunpack.
9:in this dir there now should be a file called [number].aswm, copy this
file somewhere safe as it is the walkmesh you will insert into the
other area, delete the other files including the .trx you copied, make
sure that you copied it and not moved it.
10:copy the [area_name_of_snowmap].trx to the tmp dir and unpack it,
delete the [number].aswm copy the other .aswm file to this dir.
11:use trnpack with the -d switch to pack all the files together in a
new .trx and the -o [area_name_of_snowmap].trx copy this .trx to your
module dir.
12:run the module.
You will probably want to set up som .bat files to automate this.
Also do an exploration character that is a halfling with minimum height
and run around the area with, if the camera drops below the terrain mesh
you the camera bounces off of the underside of the terrain mesh making
it hard to navigate.
Also when adjusting the snowheight swap the snow texture for either a
cobblestone or woodplank texture making it alot easier to see the
heightshift.
You will need to copy all the placeables(that affects the walkmesh) and
walkmesh cutters to the base heightmap for final cutting, make sure you
position lock them before copying.
Make some batfiles that takes parameters such as the tmp dir and
filenames and that automates the file deletion and copying, make a
shortcut with the areaname and that runs nwn after the packing/copying
is done, if you don't know how to do this there are probably some
websites that can teach you dos and batch files.
Also I am not responsible if you manage to delete anything vital to NWN2 or your computers workings:)
I think I can handle that.
#4
Posté 19 août 2012 - 12:33
I didn't find the original instructions clear enough for me. Here are the steps 8-x in a more plain version.
8: In windows explorer, make a tmp folder in /modules or on the desktop or wherever, copy
the [area_of_walkmesh_to_use].trx to the tmp dir
9. If you haven't already, download trnpack.exe and trnunpack.exe from
http://www.kivinen.i.../downloads.html . Save them into this tmp
folder.
10: Open up a command prompt, and from the command prompt navigate to where your tmp folder is, and unpack your trx with the command: trnunpack [area_of_walkmesh_to_use].trx
11: In windows explorer, in this tmp folder there now should be a file called [number].aswm, copy this file somewhere safe as it is the walkmesh you will insert into the other area, delete the other files including the .trx you copied, make sure that you copied it and not moved it. (it didn't seem to matter if you copy or move for me)
12: In windows explorer, copy the [area_of_visible_ground_to_use].trx to the tmp dir and unpack it with trnunpack (same command), In windows explorer, delete the [number].aswm copy the other first .aswm file that you saved elsewhere, to this dir.
13: In windows explorer, make a folder in this tmp folder, call it area1. Move all the non trx files from your tmp folder into this area1 folder.
14: From the command prompt use trnpack with the -d and -o switches to pack all the files together in a new .trx. The command is: trnpack -d area1 -o [area_of_visible_ground_to_use].trx . The -d area1 tells the program what folder to look in, the -o (the letter o) part tells the program what to name the trx file it creates. The file will be created in the same folder as the trnpack program (in this example, the tmp folder).
15: Copy the resulting .trx file from the tmp folder to the original module folder, and overwrite the original trx.
16: run the module. (you can safely load the module in the toolset and run it via the toolset).
17: Say "Thank you Kivinen and SGK73!" This step is optional, but highly encouraged
To show what you can do with this, here is a screenshot of SGK73's snowdrift area, from the Vault
250x150http://vnmedia.ign.com/nwvault.ign.com/fms/images/nwn2prefabareas/253/1195654726_fullres.jpg[/img]
8: In windows explorer, make a tmp folder in /modules or on the desktop or wherever, copy
the [area_of_walkmesh_to_use].trx to the tmp dir
9. If you haven't already, download trnpack.exe and trnunpack.exe from
http://www.kivinen.i.../downloads.html . Save them into this tmp
folder.
10: Open up a command prompt, and from the command prompt navigate to where your tmp folder is, and unpack your trx with the command: trnunpack [area_of_walkmesh_to_use].trx
11: In windows explorer, in this tmp folder there now should be a file called [number].aswm, copy this file somewhere safe as it is the walkmesh you will insert into the other area, delete the other files including the .trx you copied, make sure that you copied it and not moved it. (it didn't seem to matter if you copy or move for me)
12: In windows explorer, copy the [area_of_visible_ground_to_use].trx to the tmp dir and unpack it with trnunpack (same command), In windows explorer, delete the [number].aswm copy the other first .aswm file that you saved elsewhere, to this dir.
13: In windows explorer, make a folder in this tmp folder, call it area1. Move all the non trx files from your tmp folder into this area1 folder.
14: From the command prompt use trnpack with the -d and -o switches to pack all the files together in a new .trx. The command is: trnpack -d area1 -o [area_of_visible_ground_to_use].trx . The -d area1 tells the program what folder to look in, the -o (the letter o) part tells the program what to name the trx file it creates. The file will be created in the same folder as the trnpack program (in this example, the tmp folder).
15: Copy the resulting .trx file from the tmp folder to the original module folder, and overwrite the original trx.
16: run the module. (you can safely load the module in the toolset and run it via the toolset).
17: Say "Thank you Kivinen and SGK73!" This step is optional, but highly encouraged
To show what you can do with this, here is a screenshot of SGK73's snowdrift area, from the Vault
250x150http://vnmedia.ign.com/nwvault.ign.com/fms/images/nwn2prefabareas/253/1195654726_fullres.jpg[/img]
Modifié par kamal_, 19 août 2012 - 01:21 .





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