Couldn't find this on vault...
Modifié par ShaDoOoW, 25 mars 2011 - 11:08 .
Modifié par ShaDoOoW, 25 mars 2011 - 11:08 .
ShaDoOoW wrote...
found it: http://nwvault.ign.c....Detail&id=4372
just had to remove DLA canopies
Ok, new question:
How to "port" one terrain from one tileset to another? I learned how to port single tiles, but not whole terrain.
I would like to port raise/Lower feature from caste/rural and especially ridge terrain that is used in conjuction with the raise/lower feature. I don't think that anybody did this already so I guess I would have to do that myself.
[TILE7] Model=tctl0_a03_02 WalkMesh=msb01 TopLeft=grass TopLeftHeight=0 TopRight=grass TopRightHeight=1 <<-- this means that this corner is part of a raised terrain BottomLeft=grass BottomLeftHeight=1 <<-- so does this. So this tile is a raised tile. BottomRight=grass BottomRightHeight=0 Top= <<-- if anything was on this line this would be a crosser Right= <<-- if anything was on this line this would be a crosser Bottom= <<-- if anything was on this line this would be a crosser Left= <<-- if anything was on this line this would be a crosser MainLight1=1 <snip>
Modifié par ShaDoOoW, 26 mars 2011 - 10:47 .
ShaDoOoW wrote...
Well I dont need two different hills in one tileset, I needed the rural trees into this tileset, hills was extra and so far I dont know how to use them anyway.
And still I can make a new forest tileset.
So if I will be satisfied with lower raise terrain from TNO it would be possible to add ridge right?
Modifié par ShaDoOoW, 27 mars 2011 - 11:25 .
Your information is wrong. The engine reads/loads only what is in the current area, It reads the hak until it find a particular tile, and loads it, then searches for the next one. Each tile that is used in a specific area is loaded into cache ram so that if it is used again in the same area, the engine doesn't have to go searching again. However, the engine does NOT store the entire hak when it reads, only the files it is actually using in the area.ShaDoOoW wrote...
Well, from my understanding of game engine, player is still forced to load all tileset datas when he enter an area no matter if those airships and elven houses are used in that location or not. I guess its not so noticeable just in forest, but we have noticed this with old city exterior combo we used (think it was CCS?) and also with new castle/rural, which Im now trying use as few as possible.
Here you are comparing apples and oranges, and there really is no comparison. Most of the newer tilesets created by the community, have either a) increased / improved grafics (read textures)I have a better computer, but I remember those days where loading an area (CCS/worm's tilesets) took almost minute. Even with better computer loading times are still noticeable higher than default tilesets. And since NWNCQ came out, default tilesets become much better choice than before.
Umm... you have to "Raise" TNO before you can paint a "Ridge". The ridge crosser is the opposite of the "hills" crosser in other tilesets. DLA just reversed the way they are implemented. They decided to go with smooth hill instead of the normal cliff type raise edge on a raised tile. Then gave you the "ridge" to get back that raised ege look. TNO is also using a much lower raise, DLA chose to "raise" the terrain by 2 meters instead of the normal 5 meters used in Bioware Rural and other exterior sets.Also please let me say that the "lower" raise terrain feature is useless for me if there is not "ridge" feature. I know the lower raise terrain for a long time, it has its issues (though it may be bugs in particular tilesets) and its not looking god to me. However when building in TNO, I found the ridge crosser and it amazed me because I could make a "hill" where is archer that will shoot all the time. The standard bioware high raise terrain looks better for me, but if I put archer here, he won't see below into lower levels and player is safe there. And AFAIK no forest tileset out there have the ridge feature. But anyway thats a extra for me, I am quite satisfied with the current hak from Jackal_GB though I maybe start from a scratch with a more feature forest hak and try to remove those things I don't like.
And I really consider to add NWNCQ hak version into my module so if I would do that, I would probably want to update the rural trees in forest to new NWNCQ look (because they are a new copied tiles with retextured floor).
I guess I won't start porting any terrain in nearest future, but I would like to someday. So I understand the strict explanation how to recognize which tiles are "raised" and which are "crossers". Can you tell me more about actual porting? Its possible to use a current tile from rural without making a copy? That would probably not very useable in this case since I must retexture floor (which is possible only via new tile right?) but it could be useable somewhere.
When I tested those tilesets (worm's seasonal forest and CCS) I made a area 10x10, without any placeables, with only grass there, no groups, default fog distance basen on exterior, clear environment, no NPCs and no scripts. Still it took 30 seconds on my old computer or my current laptop. And that unthinkable for me.Bannor Bloodfist wrote...
Anyway, things that cause lag when opening an area are varied:
1)
Size of area, anything over 16x16 is begging for trouble, many PW
owners will keep things even smaller.
2) Total number of placeables
in that area.
3) Fog distance as defined by the area creator.
4) Total
polygon count of the area, Here you have to be really careful. TNO is a
huge drain on resources, well worth it, but it is very highly
detailed. Any tileset created by copying the TNO tiles will take even
longer to load than the same area created with the original.
5)
Animation on any tiles, these include day/night animations and anything
related to say "falling leaves" etc. Animated grass, bushes that move
when you touch them, etc. Any animation increases the lag.
6) Total
number of creatures/npc's.
7) Any special scripts. Most particularly
heartbeat scripts.