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Changing tiles into placeables, is it possible?


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8 réponses à ce sujet

#1
Ashanlylana

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Hi there,
I would like to know,if it is possible to make a placeable out of a tile with a simple trick.
I would like to create a ruin sunken to the ground of the sea and I found some neat tiles that would do the trick nicely.
I tried using "Fake_Exterior" but I couldn 't make it work.
I saw a great example of the kind of area I like to do on the vault :
http://nwvault.ign.c...s.Detail&id=512

#2
Dann-J

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I don't know how tiles are stored, but if they are just single MDB model files you could always add some new lines into the placeables 2DA file, and create some custom placeables. The easiest way would be to copy one of the existing lines in the 2DA file and just change the model reference for each tileset MDB you want to use.

You'd have to know where the tileset models are stored in order to get their file names though. You'd also have to extract the 2DA file that deals with placeables and make a copy in the override folder (or even better, put it in a HAK file). Most of the game files are just stored in ZIP files, so extracting them is easy. Finding where they are in the first place can be the tricky part.

Modifié par DannJ, 19 décembre 2010 - 09:54 .


#3
dunniteowl

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You should go here: Robinson Workshop Studios and follow the Forums link, then post your question in the appropriate forums subsection. Please be as detailed as you like. These guys have built exterior building placeables, interior tile sets and all manner of other things. I consider them the premiere 'go to' modeling site when it comes to anything related to NWN2.

dunniteowl

#4
SkywingvL

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Yes the tiles are stored as MDBs. The model names are determined like this:



- For metatiles -



TL_<tileset>_<name>.mdb



..where <tileset> comes from the "TILESET" row in metatiles.2da for that tile appearance number, and <name> comes from the "NAME" row in metatiles.m2da for that tile appearance number.



- For regular tiles -



TL_<tileset>_<tiletype>_<variation>.mdb



...where <tileset> comes from the "TILESET" column in tiles.2da for that tile appearance number, and <tiletype> comes from the "TILE_TYPE" column in tiles.2da for that tile apperance number, and <variation> is the variation number of the tile (starting from 1), as a two digit number (i.e. '01' for variation 1).

#5
Hellfire_RWS

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I would think all you need to do is add the tile/s to the placeable.2da. You can get the MDB names from the tiles/tileset, and metatile.2das. The walk mesh on tiles are not set up like placeables are. Tiles should bake fine with the terrain but you will not be able to walk from one to the next (bake together) since the edges are not set up for that, also tiles do not have C2 meshes which help block LOS.




#6
Ashanlylana

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Hmm that doesn't sound too difficult :-)

I will try adding the tiles to my placeable.2da

Thanks for your help so far

#7
SkywingvL

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Hellfire_RWS wrote...

I would think all you need to do is add the tile/s to the placeable.2da. You can get the MDB names from the tiles/tileset, and metatile.2das. The walk mesh on tiles are not set up like placeables are. Tiles should bake fine with the terrain but you will not be able to walk from one to the next (bake together) since the edges are not set up for that, also tiles do not have C2 meshes which help block LOS.

Hellfire, are you saying that only C3 (and not C2) meshes are used for LOS checks?  (Currently, my working assumption is that a quick check against C2 is made; if it hits, then a more fine-grained check is made against the C3 (or the C2 check is assumed to be accurate if there was no C3).  I'd like to know if this is in fact incorrect, which is to say if an object has a C2 but no C3, it is really to be treated as though it were transparent to LOS.)

I am definitely seeing tiles having collider meshes (even though the space beyond them is marked nonwalkable).  Here's an example of the CE rendering the collision meshes (purple triangles) of a spiral staircase tile:

http://valera-ext.ny...llider_mesh.png

Modifié par SkywingvL, 31 décembre 2010 - 09:33 .


#8
Morbane

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@Ashan - please post your success and or progress - I would like to know if tiles can be placeables - I think that would add quite a bit to my projects having that kind of geometry in an area and not just being the area itself.



Cheers

#9
Ashanlylana

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Well just adding them to a placeable.2da with the name of the mdb alone does not work.Maybe I get to try a few other things this weekend.

In essence it shouldn't be that hard. I have the linenumbers from the tlk-file,the mdbs and the names of the tiles I just have to change a little so I and the game know what is supposed to be what.