My First Tileset
#51
Posté 17 décembre 2010 - 05:44
#52
Posté 17 décembre 2010 - 07:58
On that assumption, I made this...
Walk Mesh
It's divided into one mesh per tile. The only thing I'm worried about is the roof. I had to hang it over the 10m mark to get it to cover the roof. But hell, I don't even know if I need the roof in there anyway. It's not exactly like anyone's gonna be walking on it. So if it causes any problems I can just delete it no problem.
Edit: Just read this. Looks like this is actually alot simpler than I thought.
Okay, so if I read that right, a walkmesh should look more like this:

Man, if that's the case, I wish I read that two hours ago. Would've been a helluva lot less tedious.
Edit 2:
Okay. I have now finished up the depot. I cleaned up the textures, added in the grass, and painted the shadows on the building. Still a couple of things I don't like, like how the corners still look too sharp, and how the big door always sticks out no matter how much tweakery I do. But this is it. The depot that's going ingame. I've spent a week on it. I'm moving on to other tiles in the set.
ka-doosh
This is a fullbright shot from Max. No fancy tricks other than however Max filters the textures. It should look about like that ingame, fingers crossed.
Wow. 4 hours in front of the computer working on all this. I'm calling it a day, folks.
Modifié par Renzatic, 17 décembre 2010 - 09:10 .
#53
Posté 17 décembre 2010 - 01:27
http://nwn1cc.com/si...it/walkmeshxmpl
#54
Posté 17 décembre 2010 - 02:59
Standard Bioware Tile measurements/placement of vertices;

and how to properly set tiles/tilegroups in the tilesetname.SET file;

That might help, if you have any questions, ask away.
Modifié par Lord Sullivan, 17 décembre 2010 - 03:02 .
#55
Posté 17 décembre 2010 - 07:54
_six and Lord Sullivan are giving you pretty good tips here.
A couple extra notes, just so you are aware of them.
Walkmesh surface type 7 (non-walkable) IS NOT blocking to projectiles as _six mentioned. I have seen many tilesets out there where folks have incorrectly edited the wok (walkmesh) to use type 7 faces and this can cause serious issues in game. As _six mentioned, you should use a wall face, using type 2 faces for any raised, blocking objects. You don't need to get carried away with it though. IE, for a small tree/bush that can bee seen 'around' or 'shot through', a flat type 7 face will work. Fences/walls should always use a type 2 face.
As Lord Sullivan mentioned with the .set file, there are some inconsistencies with what you see in game, and how the game reads the .set file for GROUPS. Not how it reads them for the actual tiles themselves.
looking at your group, a 2x2 grouping, from the front (say standing on your tracks), your tiles should be named starting lower left, lower right, upper left, upper right as
in:
[TILE1]
Model=tctr01_w01_01
...
[TILE2]
Model=tctr01_w02_01
...
[TILE3]
Model=tctr0_w03_01
...
[Model=TILE4]
Model=tctro1_w004_01
...
etc...
Now that they are named, and actually added to the set in that order, when you create the GROUP entry, you would enter
[GROUPS]
1
[GROUP0]
Name=TrainStation
StrRef=xxxx <-- this number is used ONLY if you are attempting to map it to a .tlk file entry.
Rows=2
Columns=2
Tile0=4
Tile1=3
Tile2=2
Tile3=1
I am mentioning this because it can cause some confusion when you go to dig up a group out of a set file... say by opening an area in the toolset. When you paint that area down, the tiles would be oriented towards you, in the opposite of their entry in the groups section, ie, your Station, if painted in lower left corner of an area, would 'appear' to be entered as tile0 ->4, instead of the way that they are entered in the groups section of tiles4->1 from opposite corner.
Tileset naming conventions, while not always followed by everyone, are generally:
tcxxx_x00_00
where the tcxxx can be whatever you really want, it is generally started with a 'tc' for tileset, the xxx bit can be whatever you want, but it should be consistent. The x00 bit is a 'grouping' of tiles that are used in specific settings. Generally, in Bioware tilesets, the first couple letters 'a,b,c,d,e' are for terrains. 'f' is sort of random, and not generally used. 'g' is used for walls, and so is 'h'. 'i' and 'j' are generally streams (water streams, lava streams', and then most times groupings skip a few letters before going into actual buildings/features of a tileset. I chose 'w' above, just simply because that is generally a section of a tileset that is used for actual groups.
IE, the upper letters are more generally used for group entries, buildings and such.
In Bioware tilesets, they have two different ways of entering group information. Some, just use the straight w01 -> w04 as entered above. Sometimes, when you investigate a Bioware tileset, they alternated the columns AND the numbers, so, you might have w01, x01, w02, x02. entered in the set as x02,w02,x01,w01 order.
Gets confusing, but having it explained may help when you go to figure out what letters/tile numbers are available in a given set that you wish to add tiles to.
Anyway, questions, comments, frustrations etc, fire away. As you can see, there are many folks here that are willing to help you learn.
#56
Posté 17 décembre 2010 - 07:58
Walkmesh Redux
...but looking at Six's example, I'm guessing I'm allowed a little more flexibility. As long as it maintains a gridlike shape, so I can define the walkpaths and materials in the .set file, I'm good, right?
Edit: Bannor Bloodfist, thanks. That helps tremendously. All the tutorials I've found only show you how to replace basic tiles, and only give you a quick rundown of the .set files. Nothing nearly as indepth as what you've given me above.
I've still got alot of questions, obviously. Mainly on how to set everything up for efficiency and ease of use. But your info gives me a great starting point to work with.
Modifié par Renzatic, 17 décembre 2010 - 08:14 .
#57
Posté 17 décembre 2010 - 09:42
Well, a grid structure is good yes - that also makes it much more efficient for the engine to calculate creatures' paths across tiles. Although the template it uses as a base for pathfinding is indeed defined in the .set file. As for the materials, there are a standard set of material types that are listed both in NWMax (I forget quite where) and in the file surfacemat.2da. To set them you should apply NWMax's AuroraWalkmesh modifier to your object, then apply the relevant material ID based on these numbers. Probably the most useful are as follows...Renzatic wrote...
As long as it maintains a gridlike shape, so I can define the walkpaths and materials in the .set file, I'm good, right?
1 - dirt: with dust cloud vfx
2 - obscuring: blocks movement as well as line of sight and projectiles
3 - grass: auto-generates 3d grass if specified in the .set file
4 - stone
5 - wood
6 - water: walkable with water splash vfx
7 - no-walk: does not block line of sight or projectile paths
The rest are, for the most part, just variations on these.
Hopefully everything isn't turning out to be information overload for ya
Modifié par _six, 17 décembre 2010 - 09:48 .
#58
Posté 18 décembre 2010 - 04:11
_six wrote...
Hopefully everything isn't turning out to be information overload for ya
Information overload? Yeah, that about halfway explains it. But I'll preservere. I'm the stoic type.
Anyway, I think I'm pretty well set up and ready to go. I managed to track down a pretty decent tileset tutorial on Bioware's site, and I've got the latest version of NWMax up and running. Other than having to find equivalent actions in NWMax to stuff that's referrenced to the scripts in the tutorial, I shouldn't have too much trouble. With luck, I'll have everything ingame by Sunday at the latest.
"With luck" being the key word here. I'll probably have another dozen questions to ask here real soon. Just...just...be patient with me. I'm a noob.
Thanks again for the help, everyone! Here I go!
#59
Posté 18 décembre 2010 - 05:12
Modifié par Eradrain, 18 décembre 2010 - 05:14 .
#60
Posté 18 décembre 2010 - 06:10
Eradrain wrote...
Believe me when I say,I f*cked a mermaidI'm just happy that another talented modeler has found his way to NWN, and I'm sure the rest of the modding community feels the same way. Keep your questions coming, by all means! I doubt that you'll find a lack of helpful answers, no matter how many questions you ask.
You f*cked a mermaid? How? I thought they were fish on the bottom.
Actually, I dunno if I want an answer to that question.
And the helpful bit? Yup. Yall have been very accomodating, and I greatly appreciate it. As for more questions? They're coming.
...right now.
Okay, I know how to layout the tiles in the .set file, and I have a very good idea of how to do the walk mesh. For the latter, I'm guessing I lay down an Aurorabase helper on the walk mesh model, set it to walk mesh from the dropdown menu, name it the same as the tile I intend on it being attached to, and it should export as a .wok file. It seems easy in theory, but I'm going to do that later. Right now I just want the geometry ingame.
Right now, I've got my tiles in front of me. Each one has an Aurorahelper attached, all named from bottom left, bottom right, top left, top right as tcdt_a01_01 to _a02_01, ect (I set the letter as a instead of w becuase of the tutorial I'm reading, I don't want to diverge too far from it). Now that i have the helpers attached, do I export all the geometry in one big lump, or do each tile individually? Do the names in the .set file look to the aurorahelpers and not to the name of the .mdl file? If I have to export each tile individually, how do I get my depot in there? It's a single object, and spans across all the tiles. I'd have to break it up to fit it on each tile to export.
But then again, Six said I didn't have to do that. But then again, the tutorial is only showing me how to export into 2x2 group using a bunch of separated tiles. It's all confusing, and contradictory, and damn...my poor head.
I'll see if I can solve this myself while waiting for a response. And people? I swear I'll be less obnoxious with the questions once I get this ingame.
#61
Posté 18 décembre 2010 - 06:11
Modifié par Renzatic, 18 décembre 2010 - 06:12 .
#62
Posté 18 décembre 2010 - 06:55
Renzatic wrote...
<snipped for brevity>
Right now, I've got my tiles in front of me. Each one has an Aurorahelper attached, all named from bottom left, bottom right, top left, top right as tcdt_a01_01 to _a02_01, ect (I set the letter as a instead of w becuase of the tutorial I'm reading, I don't want to diverge too far from it). Now that i have the helpers attached, do I export all the geometry in one big lump, or do each tile individually? Do the names in the .set file look to the aurorahelpers and not to the name of the .mdl file? If I have to export each tile individually, how do I get my depot in there? It's a single object, and spans across all the tiles. I'd have to break it up to fit it on each tile to export.
Ok, yes, you CAN export all the mdls in a scene, just select all the mdl base objects, or even just do a CTRL-A to select everything.
Then open your NWMax General Utilities (top of nwmax menu system) See pic
Hopefully the text shows up in that, but just in case, you must first adjust the nwmax export folder. If you don't you will likelly not be able to find the files once exported.
Once you have everything selected, just do the browse, find the folder you wish to export to, then click the 'reset' button to re-assign the export folder. NWMax does NOT remember this when you close out of max, it forgets, so you must reset it each time you open up 3dsmax/Gmax.
Words of warning. By default, nwmax has sanity checks turned on, the sanity checks are there to ensure that your wok will work in game. Most times new folks have issues a couple of times until they get a feal for how things work. If you get a pop up window that states there are errors, allow it to continue the export anyway. This will give you a .txt file that you can read while within max that will tell you what is wrong.
To find that text file, look under the rollouts on the right hand side: see pic
#63
Posté 18 décembre 2010 - 08:54
In the tutorial I'm reading, it mentioned attaching aurorahelper to the geometry, but doesn't exactly tell you how. This'll probably explain the reasons why my .mdl files look like this when I open them with a text editor...
# Exported from NWmax v1.12.07 at 12/18/2010 3:48:34 AM
# mdl file
#
#NWmax MODEL ASCII
# model: tcdt_a01_01
filedependancy Export_Test.max
newmodel tcdt_a01_01
setsupermodel tcdt_a01_01 NULL
classification Tile
#NWmax GEOM ASCII
beginmodelgeom tcdt_a01_01
node dummy tcdt_a01_01
parent NULL
endnode
endmodelgeom tcdt_a01_01
donemodel tcdt_a01_01
Comparing it to an .mdl file ingame shows vert locations and all other kinds of details mine is lacking. Now I assumed that just selecting the geometry I intend on planting the helper on was enough. But apparently it's not.
I need to find another tutorial, because this is probably the big step I'm missing here.
#64
Posté 18 décembre 2010 - 09:14
In NWmax you'll find something called the 'tile slicer' under 'general utils'. Once you opened the tile slicer, you can enter a prefix for your tiles like tcdt01 and then as a position you can enter 'a01' and variation '01'. That means that starting from the lower left corner your aurorabases and the main lights will be named tcdt01_a01_01, tcdt01_a01_02 and so on.
Before you use the tile slicer select every object except the ignore_NGone01 if there is one.
For the group dimensions you can enter 2 and 2 because you got a 2x2 group or you could press the 'guess' button and it will calculate how many rows and columns you'll need.
Oh, and save your scene before you use the tile slicer because it doesn't always work properly.
Under 'Options' check the 'create tile lights' option if you want the tile slicer to create main lights at the standard positions and heights. Also check 'create anim nodes' if you have meshes you want to animate later. They have to be linked to those anim nodes.
If your group location is not at 0,0, you can uncheck the 'Center at [0,0]' and enter the coordinates of your groups center - in theory. This never worked for me, I either get error messages or gmax even crashes when the center is not at 0,0. That might be a problem with gmax.
I always make sure the center of my group is already at 0,0.
Once you have entered the group dimensions, location and names, you can click on 'slice' and a
script will slice your group into seperate tiles.
This always worked fine for me except if the group's center wasn't at 0,0.
Of course you can always slice your tiles yourself and not use the tile slicer tool if that is easier for you.
[Edit] Looking at your previous post it seems that your objects aren't linked to the aurorabase.
Is that tutorial you are using the Bioware tileset tutorial? I never understood what they wrote in that tutorial. It is either incomplete or misleading. There is a better tutorial than the Bioware one. I'll look for it and post the link once I found it.
Modifié par Zwerkules, 18 décembre 2010 - 09:28 .
#65
Posté 18 décembre 2010 - 09:34
My biggest problem is finding out why my geometry isn't exporting with the .mdl. For a lark, I named the helper the same as my model (export_test), and it exported with what looks like the light helpers that come along with aurorabase when I tell it to put in the usual helpers.
Maybe it's the way my scene is set up.
Check it out here, see if any of you see any weirdness that could be causing me errors.
I've tried it with one base over each tile, and one tile for the entire scene. All give me the same results. According to this, I'm doing everything as intended.
I gotta be overlooking some little detail here. Whatever it is, it's driving me up the wall.
edit: Yup. That's the exact one I'm using. It's helped a bit, but ehhh...I've got a headache.
Modifié par Renzatic, 18 décembre 2010 - 09:42 .
#66
Posté 18 décembre 2010 - 09:39
#67
Posté 18 décembre 2010 - 09:42
Thanks.
#68
Posté 18 décembre 2010 - 06:06
Renzatic wrote...
My biggest problem is finding out why my geometry isn't exporting with the .mdl. For a lark, I named the helper the same as my model (export_test), and it exported with what looks like the light helpers that come along with aurorabase when I tell it to put in the usual helpers.
More than likely the reason your geometry isn't exporting; Your geometry isn't linked to the modelbase. The other thing I see that might cause a problem after export is the location of your modelbases. They should be positioned at Z = 0. If they are, and its your geometry that is below 0, you will have issues with shadow casting on the ground planes.
Select the geometry you wish to link to the modelbase, press the "Select and Link" button in the menu bar (third from the left, looks like two boxes with a chain between them), press H on the keyboard, select your modelbase from the "Select Parent" dialog window and press the "Link" button.
Now your geometry will be exported. There have been issues when using the "Export all or Selected" option from the General Utils rollout. I believe regarding animations. If you do run into issues, try exporting each tile individually by selecting the modelbase and using either the "Export Model + Anim" or "Export Geom Only" buttons.
HTH
MDA
And, Welcome to the Club
#69
Posté 18 décembre 2010 - 08:56
Michael DarkAngel wrote...
Informative Information
You, sir, are my hero. I will name my firstborn after you, and drink a beer in your honor...then throw back a couple more. I could use it after starting all this.
I don't have any tiles ingame yet, but I can look at the 4 bases in NWNExplorer. It's not the whole scene, and it's not complete, but it's a huge step towards.
As for getting the tiles, depot and all out at once, I can export them all to a single .mdl just fine. If I tell it to copy the .tga files, it does just that. The file size also looks appropriately large. But when I try to fire it up in NWNExplorer, it crashes me out to the desktop. Telling NWMax to export all or selected just nets me an error ding, regardless of if I have a single helper attached, or multiple for each tile.
So I've still got plenty to figure out, but at least I'm able to get single tiles prepped and ready now.
#70
Posté 18 décembre 2010 - 09:37
It was a reference to an internet meme.Renzatic wrote...
You f*cked a mermaid? How? I thought they were fish on the bottom.
Actually, I dunno if I want an answer to that question.
#71
Posté 19 décembre 2010 - 01:28
Let's start a new scene and create a flat plane.

Click on the Create tab, make sure the Geometry button is selected. Select the Plane button under the Object Type rollout. Expand the Keyboard Entry rollout. Assuming your Units are setup properly set your Length and Width to 1000 and press the Create button.

Press the Zoom All Extents button to get a good view of your mesh.

Right-click on your mesh and move the mouse over Convert To: and then select Convert to Editable Mesh. Now we'll throw a texture on the mesh.

Click on the Material Editor button to open the Material Editor dialog.

Click on the empty box next to the Diffuse color box this will open the Material.Map Browser.

Double click on Bitmap and browse to the texture of your choice. After selecting your texture you'll see one of the Material Slots filled in with your texture.

Make sure your mesh is selected. Click on the Assign Material button then the Show in Viewport button. You should now see your texture being displayed in the Perspective viewport.

Now back to the Create tab, select the Helpers button. Click on the AuroraBase button to open the Model Base Wizard dialog

Select tile from the Model Type dropdown, check Add standard helpers and Center to [0, 0, 0], name it anything you want and press OK. Select your mesh and link it to the model base you just created.

With your mesh selected, press the Select and Link button. Press "H" on your keyboard to open the Select Parent dialog

You can double-click on the model base or select the model base and press the Link button. Once again select your mesh.

Click on the Modify tab. Open the Modifier List dropdown and select Aurora Trimesh. You have now added the Aurora Trimesh modifier to your mesh. From the MDL Trimesh Parameters make sure Render is checked. Select your model base.

From the MDL Base Parameters rollout, Browse to select your Export Directory. Press either Export Model + Anim or Export Geom Only.
In your chosen export directory you should find two files, one with a .mdl extension and the other with a .wok. MDL is your model file, WOK is the walkmesh file for the model.
Make sure your texture is in the same directory as your model files. Open NWN Explorer and press the open button, browse to where your exported model and texture is. Select the MDL file.

Now because my tile is a flat plane I had to adjust the camera angle in order to see it.
That is the basics of creating a tile for NWN. There are quite a few things I did not cover like UVMapping, Walkmeshes, animations and getting it into the game itself.
First I want to make sure that the version of Max your are using with NWMax Plus is working properly to export your models, not to mention just making sure you are doing the basics properly.
HTH
MDA
#72
Posté 19 décembre 2010 - 02:25
Eradrain wrote...
It was a reference to an internet meme.
Oh God. Why did you have to link me to that? I'm gonna be singing it all night now.
Michael DarkAngel wrote...
First I want to make sure that the version of Max your are using with NWMax Plus is working properly to export your models, not to mention just making sure you are doing the basics properly.
I followed your tutorial step by step, and...

There was one step I was missing during my previous attempts: the trimesh modifier. I'll add it to a more complicated tile, and see if NWNE can view it without crashing.
One quick question. With alphas, can I use a 32 bit TGA, or will the engine only see them in a 32 bit DDS? And as for the DDS files, do I have to use a specific program, or can I use a general DDS texture tool like Compressinator?
Modifié par Renzatic, 19 décembre 2010 - 02:26 .
#73
Posté 19 décembre 2010 - 02:35
#74
Posté 19 décembre 2010 - 03:17
Okay, now the bad news. I tried porting in my complicated single test tile using what I learned above. Still no go. It crashes NWNE as soon as I try opening it.
I've gone through and doublechecked everything. It all seems nice and neat, but there's gotta be something else I'm missing.
Here's a shot from inside of Max, showing my modifers, and my linked nodes.
Here
Do I have to apply the trimesh modifer to every object on the scene individually, or is it a select all and fire away type deal?
#75
Posté 19 décembre 2010 - 03:41
If you have added other modifiers to the stack, say UVWmapping that has not yet been collapsedinto the stack, well, anyway, EVERYTHING in the stack gets lost//collapsed when you change the main object to a tri0mesh. Anything below that trimesh modifier is lost.
Ok, looking at your pic, I think you manually created the ignore_ngone? Just delete that object, it will be automatically created for you with proper settings when you export. The one you have in there is not correct.





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