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Can some one explain what the columns of the TILES.2da each are used for/from


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#1
Morbane

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 I found this old tileset but it does not have the info needed to get the MDBs into the TILES.2da - particularly the "TILE_TYPE" column - and maybe somehow explain the naming convention to get the correct MDB in the correct row with the correct LABLE. as far as I know that is all I need to make my own little TILE SET.


If Anyone can understand my question then there is hope that that person might be able to help me :innocent:

#2
Hellfire_RWS

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RWS Compelte Tile information

TILE_TYPE:

This is a 4 letter code used by Obsidian to identify the type of tile, it is also used to group similar tiles and it also identifies the icon used in the toolset that appears in the toolkit when selecting tiles. You can use any code of your own if you like.

However your models will also have this code as part of their name and if no Icon matches the code you use then none will appear in the toolset. You will want to add a new icon for each new code you create.

In many cases you should be able to reuse the OEI 4 letter codes, this has many advantages in that you can use the tile type code and the label and string-ref's that correspond with that code, this will make your tileset that much more familiar to users.

Take a look at OEI tile icons and tile layout to best learn the 4 letter code.


The above tutorial explains in detail about floor codes

#3
Morbane

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Hellfire - Thanks heaps - that tut helped alot.

Now I have a set of models but when I place one it shows up as all black and cannot be selected. ANy idea why that would be happening. BTW I use a model viewer and it shows in there correctly.

#4
Morbane

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I figured it out - the set is integrated with the standard interior as alternate tiles - plus looking at the skullhak 2das helped.