Aller au contenu

Photo

Reducing a tileset without breaking already built areas


  • Veuillez vous connecter pour répondre
28 réponses à ce sujet

#1
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Reducing a tileset without breaking already built areas:

Again, I hope, you helpful people can get me going with this:

It's good ol' Worm's Seasonal forest in combination with Sen's Addon (agin). When we (DLCR-PW-project) decided to use that combination back then, we saw the long loadingtime for those areas, but since it was working (when hosted), we continued and made extensively use of that tileset (-combination).

Now, that the mod gets into a playable stage, it came to my mind to slice the set to reduce loading time of these areas. (ATM, loading takes about 40-60 seconds, where in the first 30 seconds, the loadingbar does not move at all. Even a small area like 3x6 takes so much time - PC: Dual core + 2 GB.)

I know, that Worms said, that this set is maybe too much for a server mod and that there is this "Summer only" version and Sen's Trinity version. But those aren't an option, because mess up those areas already built.

So I started to tinker myself using the "SetEditor B085" from the vault to get a summer/fall combination without breaking our areas.

The plan is to have the original HAKs from Worms and Sen as a resource and "just" edit the set (+itp).

Here are my results so far:
When I remove all winter-stuff in the "Groups" section and upon the question of the editor "delete tiles members from tiles list" -> YES, I get the number of tiles cut down from 5685  to 5078 and the groups from 728 down to 542 AND THAT REALLY SPEEDS UP THE LOADING TIME!
PROBLEM is, the entries in the set-file get renumbered and thus the areas are messed up!

I did a 2nd approach to remove the groups and choosing NO upon "delete tiles members from tiles list". This way, all areas show up nicely, but loadingtime does not really decrease much.
(I also edited the wsf10palstd.itp - taking out winter entries, but that doesn't change anything.)

So, here are my questions:
- How does the loading in general work (why does it take so long): Does the engine scan the setfile and checks all the references to the models before actually putting together the area? Seems, so, because less entries = shorter loading time.

- Is there a way to reduce tiles without the set beeing renumbered?

- If not, is it possible to feed the entries with dummies/placeholders or even just leave the number without anything.
Example:

Original:
[TILE5486]
Model=sen51_k08_02
WalkMesh=msb01
TopLeft=Forest_Fall
TopLeftHeight=0
TopRight=Forest_Fall
TopRightHeight=1
BottomLeft=Trees
BottomLeftHeight=1
BottomRight=Forest_Fall
BottomRightHeight=1
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=mi_sen51_k08_02

Dummy:
[TILE5486]

- Or how about, if the model entry is given just a simple standard NWN-tile entry, like "Model=ttr01_a02_01"?

Thanks.

#2
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
I posted the above about a week ago and...hm... nobody replied... :(

(In no specific order) _six, Zwerkules, Bannor Bloodfist, other tileset-creators???

A hint or suggestion?

I'm not very deep into tilesets. Just scratched the surface. Is that, what I have asked in the first post, an obvious stupid question? If yes, it was/is not clear to me (sorry).

Well, maybe all were just too busy (*hopes*).

I would be glad, to get some kind of (helpful) reaction, please.

Thanks.

Modifié par TheOneBlackRider, 24 février 2012 - 11:39 .


#3
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
*shudders in horror as I really hate dealing with tilesets, but takes a stab* Tileset changes to existing maps are one of the fastest ways I know to destroy your module file. So I hope you have kept backups.

I just skimmed most of your post but your question about having dummy tiles is doable. I've had to do that with the CCC themes from time to time. I don't *really* understand how it all works together and quite frequently I'll have to have the tileset artist do the set and itp merges for me. If you end up going that route I can get you more specifics, as in which of the monthly challenges we pulled that trick on. Beyond that, my head is already threatening to explode at this point. ;)

#4
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
You can not leave out any of the tiles even if they aren't needed. That will ruin your module.
You can use dummies, but they'll have just as much information as the entry they replace, so loading time will not improve.
It could improve a bit though if you have a tileset with a lot of doors because in the dummy you can set Doors=0 and leave out the door information.

Tileset entry:
[TILE333]
Model=wsf10_l01_30
WalkMesh=msb01
TopLeft=Forest_Summer
TopLeftHeight=0
TopRight=Forest_Summer
TopRightHeight=0
BottomLeft=Forest_Summer
BottomLeftHeight=0
BottomRight=Forest_Summer
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=0
MainLight2=0
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=2
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=mi_wsf10_l01_30

[TILE333DOOR0]
Type=0
X=.05
Y=4.5
Z=-.02
Orientation=0

[TILE333DOOR1]
Type=0
X=-3.30
Y=.04
Z=9.20
Orientation=90

Replace with a dummy:
[TILE333]
Model=wsf_dummy
WalkMesh=msb01
TopLeft=Forest_Summer
TopLeftHeight=0
TopRight=Forest_Summer
TopRightHeight=0
BottomLeft=Forest_Summer
BottomLeftHeight=0
BottomRight=Forest_Summer
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=0
MainLight2=0
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=mi_wsf_dummy

Find one flat tile that has no height transitions, emitters or animations and rename a copy of it as wsf_dummy.mdl and a copy of its walkmesh file as wsf_dummy.wok.
Use this dummy to replace the tiles you don't need. You can remove all the groups that use those tiles.
I don't think groups are referenced by number anywhere, so you can remove groups you don't need provided you change the numbering and adjust the group count.

I don't know how much leaving out the door information will speed up loading time. It will do that, but it might not be noticeable.
Leaving out whole tile entries would speed up loading a lot more, but that can not be done without breaking areas you already built.

If there was a program which can change the .are files in a module, you could go through all the tile_ID entries in all the area files in your module and change the number of the tile to the new number that tile will have if you remove unused tiles from your set file. But that would be a lot of work and I don't know of a program that can change .are files.
That would be the only way to speed up loading time considerably without breaking your areas.

I used the NWN omnibus to look for a tool to edit .are files and it came up with a post that mentioned ModPacker.
If that program is still available somewhere you could use that to change the .are files in your module.

Modifié par Zwerkules, 25 février 2012 - 11:24 .


#5
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Thanks alot TheSpiritedLass and Zwerkules!
So seems to be alot of manually setfile editing, but I thought so.

I will tinker and will report here of my "experiences".

One more question: The entry WalkMesh=msb01 points to the model part name within the model and would not have to be replaced with "wsf_dummy" (following Zwerkules' naming), right? But then, I will have to make sure, that the "dummy" has this entry within the model, right?

Modifié par TheOneBlackRider, 25 février 2012 - 11:31 .


#6
Shadooow

Shadooow
  • Members
  • 4 470 messages
hmm it is even possible to have ttf01 models in a set file for tileset with name ttf02?

#7
Failed.Bard

Failed.Bard
  • Members
  • 774 messages

Zwerkules wrote...
...

If there was a program which can change the .are files in a module, you could go through all the tile_ID entries in all the area files in your module and change the number of the tile to the new number that tile will have if you remove unused tiles from your set file. But that would be a lot of work and I don't know of a program that can change .are files.
That would be the only way to speed up loading time considerably without breaking your areas.

I used the NWN omnibus to look for a tool to edit .are files and it came up with a post that mentioned ModPacker.
If that program is still available somewhere you could use that to change the .are files in your module.


gff editor can manipulate .are files, but it's definately time consuming.  It can also be used to artificially manipulate the heights of certain tiles within an existing mod, which can create some interesting areas if used right.

  I don't have a link handy right now, but a search for it should be easy enough.

#8
Khuzadrepa

Khuzadrepa
  • Members
  • 188 messages
One thing you could do, is if there are models at the very END of a .set file that you don't use, I'm fairly certain you can safely trim those out of your .set file.  However, you can't use those models in ANY of your areas, or you'll break them.  Depending on how you designed your areas and how Worm laid out the .set file, you may trim none at all or possibly a thousand entries.
The thing you would want to watch out for is groups.  You'll want to edit those; you could put in dummy entries, I believe. You might also need to edit the palette.

This is all from memory, I haven't done much tilesetting (is that even a word? :P) lately.

ShaDoOoW wrote...

hmm it is even possible to have ttf01 models in a set file for tileset with name ttf02?

Yes.  You simply have to list them in the .set file.

Modifié par Khuzadrepa, 25 février 2012 - 02:18 .


#9
Zwerkules

Zwerkules
  • Members
  • 1 322 messages
The WalkMesh=... line is unused. The walkmesh files of your tiles will have the same file name as the model ending in .wok instead of .mdl.
It doesn't matter if it says WalkMesh=msb01 or WalkMesh=wsf_dummy or even WalkMesh=dude (like in the underdark tileset).
The second line that seems to be unused is Sounds=0.

You don't need dummies for the groups because they are not referenced by number but by the filename of one of the tiles in a group (usually Tile0). You can remove the groups if you adjust the numbering of the following groups, BUT you have to make sure that you also remove the entries for those groups from the palette or you'll get a lot of errors or even crashes in the tileset.
Always make sure that all tiles and groups are numbered correctly and that the lines
[TILES]
Count=x
and
[GROUPS]
Count=y
are correct. x has to be the number of your last tile +1 (because they start with tile 0) and y has to be the number of your last group +1.
If any of those numbers is higher than the actual amount of tiles/groups you have in your tileset, you'll get a lot of errors.

#10
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
All right! Thanks for all that input and the WalkMesh-info.
It's only a summer/fall combination, I'm intrested in ATM (if all works well some day, I'll create a seperate one for the winter - also depending on the amount of time, which goes into this sorting).

And I was so "Worms/Sens"-focused (and RL+project busy), that my brain missed the possibility to test those things within a far more simple tileset. Now, I set one up and will now mess up the setfile!
So, as soon as I find the time, I'll follow your paths and report.

BTW: Maybe someone knows the answer to another question from my 1st post: "How does the loading in general work (why does it take so long): Does the engine scan the setfile and checks all the references to the models before actually putting together the area? Seems, so, because less entries = shorter loading time."

Thanks again for taking your time up to this point!

Modifié par TheOneBlackRider, 26 février 2012 - 01:29 .


#11
Khuzadrepa

Khuzadrepa
  • Members
  • 188 messages

TheOneBlackRider wrote...

BTW: Maybe someone knows the answer to another question from my 1st post: "How does the loading in general work (why does it take so long): Does the engine scan the setfile and checks all the references to the models before actually putting together the area? Seems, so, because less entries = shorter loading time."

I think you're on the right track.

#12
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
OK, I veryfy, that you cannot just leave in the count/number entry like:
[TILE133]

[TILE134]
...


But this seems to work (strange enough): Putting a ";" in front of SELECTED entries:

[TILE133]
;Model=aby01_o02_01
;WalkMesh=msb01
TopLeft=Grass
TopLeftHeight=0
TopRight=Grass
TopRightHeight=0
BottomLeft=Grass
BottomLeftHeight=0
BottomRight=Grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=B
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
;ImageMap2D=MITR01_V02

But you cannot put an ";" in front of every entry. Then you get an "access violation" within the toolset again.

Can somebody explain, why a ";" in front of Model, WalkMesh and ImageMap2D works?
If ";" means "ignore", no according model is checked. Why is the rest needed?

---
AND I did ".are"-editing before this way:
(Taken from: http://nwvault.ign.c....Detail&id=8047)
1. Export your area

2. Get the Bioware ERF-Editor (erfedit.exe)
[Download link mentioned there is broken!]
3. Open your area with it and export the .are-part

4. Get the Modified GFF Editor (by roboius)

5. Open the .are-file and find this entry: Tileset [CResRef] = ttr01

6. Change this entry: ttr01 to cpr01: Change the entry on the right side (large white area)

7. Save and reimport the .are-file into the area-erf using the Bioware ERF-Editor.

8. Save and import into your module, which uses this extracted CRAP-rual-tileset.

Modifié par TheOneBlackRider, 26 février 2012 - 04:21 .


#13
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

TheOneBlackRider wrote...

... but this seems to work (strange enough): Putting a ";" in front of SELECTED entries


Curious and curiouser!

#14
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Did some more testing!
OK, I created a dummy tile with only 2 poly, nothing special and no texture, so very fast to load. It shows up fine and works.
I replaced about 80+ tile models with this (mostly SENs larger groups), but sadly, loading time does not really improve much (One of my test areas takes about 60 sec [RAM: 2 GIG], now it's a bit less, but still way too long!) . After that, I tried the ";"-thing mentioned above, but it still won't load much faster.

(Remark: Someone reported, that for him, with 8 GIG of RAM, the area takes 10 sec to load, so RAM does play an additional role.)

So, the only way seems to be to reduce the number of tile entries, which really improves the loading time but messes up the areas.
I tried to "repair" those areas, but the problem is, that some of the showing tiles cannot be replaced within the toolset. I tried the "eraser", but it does not have any effect. Also trying to use a group on the correct surrounding tiles won't let me place anything. I guess, because the faulty tiles have the wrong neighbour-tile information.

Image IPB
(Here, the "eraser" is green, but will not have any effects)

Then I had the idea to create a kind of "reset" tile (like worms cobble style), which doesn't pay any attention to it's surroundings and can set into the place of the faulty ones and, after that, go over it with "official" tiles, like cobble, forestfloor, ... BUT I don't see, how terrain-tiles work...

In the SET, it just says:
[TERRAIN6]
Name=Stonetop_Summer
UnlocalizedName=Cobble [Forest_Floor]

So I tried to tweak a tile (summer plain grass), setting TopLeft, right, ... to blanc (instead of TopLeft=Forest_Summer):
[TILE318]
Model=wsf10_S40_01
WalkMesh=msb01
TopLeft=
TopLeftHeight=0
TopRight=
TopRightHeight=0
BottomLeft=
BottomLeftHeight=0
BottomRight=
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=0
MainLight2=0
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=mi_wsf10_S40_01

Now, it cannot be placed at all and, of course, also does not replace the faulty tile.

I know, that you can edit areas manually and replace faulty tiles with working models (I've done that before, but that was only that worms smithy group, which crashed an area. I removed that one - but it was only one group! Doing this to all the faulty entries would take way too long!)

SO THE QUESTION IS:
Is there a way to create a "replace with default tile" or "reset to default tile", probably as a "Terrain"?
If ye, how? ;)
That would be a quick way to do repairings.

PLEASE SAY YES and tell me how.

Modifié par TheOneBlackRider, 10 mars 2012 - 06:06 .


#15
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 938 messages
any tile MUST have a reference to all 4 sides, IE top_left, top_right, bottom_left and bottom_right, NONE of those entries can be blank, they MUST refer to an existing tile/terrain.

You basically can NOT accomplish what you are wanting to do, you can't edit an area created with a larger tileset with a smaller tileset. It flat will NOT work if you have painted any group or features. You COULD do it with plain tiles, IE if all forest and switch to all grass, but any groups also have entries for the 4 sides and are directly referrenced by their individual tilenumber in the .set file, IE tile314 or tile01 etc.

You could accomplish this by renumbering, and moving individual tiles around into a smaller .set file, but you would have to do this manually, by referencing the tile# of each tile in a group, and changing that accordingly.

However, even if you did this, the area created in the toolset, created with the larger.set file, would STILL be referencing the tile number from the larger .set file.

Your only real option here is a two part answer.

1) Create a smaller tileset based off the original, remove whatever you don't need, and renumber, adjust groups etc accordingly.
2) Re-create the area from scratch with the new tileset.

There are various tutorials available on merging/creating a tileset.set file, moving groups around etc, and those truly are your only answer.

as to commenting out some sections and not others on the tile info, well, the three lines you commented out, have a default setting OR are not actually needed. I am surprised that you can comment out the actual mdl name, but the other 2 have no real need. the msb01 doesn't actually exist, and really doesn't matter, it is a left-over from something else Bioware was attempting to accomplish. The Imagemap is for the minimap and the game can run fine without minimaps so it is not required either. There are other lines that can be removed, animloops for example, source lights etc, but NONE of that would help you with load times.

Your load issues are due to the length/size of the entire tileset, and each tile has to have the basic information stored in the .set file. Since it is a .txt file, it takes time to load and process, and it does this for every tile in the set, even if that tile is NOT in a given area. IE, a 2x2 area still has to load all 15000 tiles in a given set. Essentially, you are building a db type table, on the fly, every time you load an area, that table is filled with ALL the possible tiles that might be used from a given set.

CTP found this out the hard way, so have many other tileset authors. 12-1300 is practical max number of tiles to have in a set. If those tiles are animated in ANY way, that max number should be reduced as well. This means tiles that have extra alpha settings, extra animesh, or full animations. Extra source lights etc. Each bit of that increases load times. The higher the avg poly count also greatly affects load times. Falling leaves, moveable meshes (animesh leaves for example) all increase the load times.

The engine CAN be pushed to use higher poly-counts, but you end up trading time for looks.

Your absolute best bet is to create a NEW tileset, extracting what you want from the original, with only the stuff you want. Then build a NEW area using that NEW tileset.

P.S.  As a side note, you CAN edit the data in .are files, but they have to be converted to html first, then edited manually to adjust all the tile# entires (no way to automate that as wrting the code would take longer than the doing) then converted back and re-importing the .are, .git etc.

It is NOT worth that amount of effort though, you would be wasting a huge amount of time just finding what tile numbers needed to change, and to what they needed to change to... then finding those entries in the .html and manually making those changes etc.  Seriously, if you have already gotten far enough along to have multiple areas built, you would most likely save time by just re-building the areas.  That truly can not be that compicated in comparison.

Modifié par Bannor Bloodfist, 10 mars 2012 - 06:42 .


#16
s e n

s e n
  • Members
  • 408 messages
i think i remember in the past i fixed corrupted are files using some gff editor, maybe the java one
anyway aside that, Bannor is 100% right saying what you're trying to do is pure hell, just stop it and replicate your areas with other tilesets, cuz you'll never succeed on what you're doing

#17
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Hm.. sad, but that's the way it works!
Thanks alot for that huge reply, Bannor, which did answer about all my questions asked within my entry post. And, of course, a general thanks to all, who took the time to answer.

If I remember right, I used that "Modified GFF Editor" by roboius to edit the .are back then.

So, I guess, I will create seperated set-files, which use the original HAKs to draw upon. I'll report.

Modifié par TheOneBlackRider, 11 mars 2012 - 10:39 .


#18
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Hello again out there!

I need more help, please. I am creating 3 tilesets with autum-, summer- and winter-only (cobble not removed). Reducing the set this way cuts down the loading from about 60 sec to 30 sec (on my machine: 2 GIG RAM), so it's a good improvement.

Now, I compared the numbers of groups and tiles to Friedeyes "Worm Summer Only"-set and found that group-wise, I'm pretty close to that count, but I still have 4400 tiles, while Friedeyes has about 2500 (and thus loads even faster).
I probaly have missed some groups (only took out those clearly labeled winter or autum), but that wouldn't be 2000 tiles!

So, my guess is, that another big hump is the terrain with it's variations. BUT how do I get rid of them (eg. winter and autum terrain) easily? The .Set File Editor can remove the entry, but won't remove the according tiles. If I find out manually, which one is the according model (+ it's variations) and remove those entries, the entries are not renumbered. So it would be something like [TILE0], [TILE1], then deleted entries, then [TILE6], [TILE7], ... and that probably won't work, right?

So, is there a tool or a trick, which manages this = removing terrains + the according tiles/models with its variations? (Ihaven't found anything regarding this.)

Thanks

Modifié par TheOneBlackRider, 17 mars 2012 - 04:30 .


#19
s e n

s e n
  • Members
  • 408 messages
its not that easy, with the set editor you can select tiles of a given terrain, or a combination of terrains, or crossers, a given height etc... fact is if you do it, you must remember that certain groups contain tiles of the terrain you want to erase and eventually other tiles that dont have that terrain. its tricky, and you should start by deleting the groups 1 by 1, then using the tile selector to delete all entries of the terrain you dont want. then you should be safe

#20
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 938 messages
One thing to remember with that seteditor b085, is that it hates, or does not at all recognize, ANYTHING from 1.67 tilesets correctly.

Pathnodes can get wiped, extra settings on grass gets lost, etc. The grass bit is Not a real big deal, but the pathnodes MIGHT screw you up pretty good. Seteditor does NOT recognize the CASE of the entries, and converts everything to uppercase on pathnodes, sight nodes etc, it doesn't recognize the lower case versions of the various nodes at all.

It has some other issues too, but I can't recall them off the top of my head.

As Sen mentioned, remove the groups that you don't want/need first. THEN save, test etc, then remove the terrains using seteditor and let it handle the renumbering.

#21
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Thanks again for your help. Now I get an idea, why Friedeyes only reduced it to one version (summer)! :)

I kept on tinkering with recovering areas messed up due to this reduced tileset and found, that's it's not that work- intensive as it might look. Of course, if an area is pretty simple, a rebuild is definetly the better way. But we have some areas, which are heavily designed with lots of placeables, triggers aso. and these would take ages to rebuild.

I did the following: I opened the (now) messy area within the toolset and wrote down the coordination of the wrong tiles (and calculated the according entries within the .are-file). I then closed that area and used "Modified GFF Editor" by roboius to directly edit the according .are in the temp0-directory of NWN. I just replaced the tile ID with a standard terrain-ID, eg. forestfloor fall is 2. After that, I reopened the area and was able to make those fixes = put in the original tiles.

With this in mind, I probaly will not further reduce those splitted sets, because it would mess up the terrain-IDs and thus, fixing is probably impossible (a rebuild the only way).

I'll keep you on track with my experiences.

Modifié par TheOneBlackRider, 18 mars 2012 - 08:15 .


#22
wyldhunt1

wyldhunt1
  • Members
  • 246 messages
If you have a huge list of areas and fixes to make, you might be able to make use of something like this:
http://social.biowar...2/index/8671187
I've never tried it, as I've never needed to make any mass changes to my mod.
It'd probably be a bit of work getting your script set up, but the script would then fix all of your areas at one time (if you coded it correctly).
Or, I could be completely off base since I've never used it. :P

Modifié par wyldhunt1, 24 mars 2012 - 08:53 .


#23
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
Hey wyldhunt1!
Sorry for my late reply, but I've been away for vacations.
And thanks for that. Now THAT looks a bit more complecated... :) Well, if I get to that stage, I'll give it a shot!

#24
TheOneBlackRider

TheOneBlackRider
  • Members
  • 382 messages
I'm not sure, if I'm going to go for it, but nonetheless, maybe sombody can give me answers to these 2:

1. Does the size of a tileset pallette influence the opening time within the toolset? (In other words, is it worth to take out all none used entries from a pallette? Sure, it makes sense regarding the speed of finding features/groups, if you have some none working entries in between, but thinking to sort out Worm's Seasonal with Sen's addon down to an eg. autum only set would take ages...).
:mellow:

2. There is an issue with the thickets/platforms (orgiginal Worm's Seasonal with Sen's addon): If you place more of them, suddently they start to appear with a different season (eg. you place them on a summerfloor, some of them will turn into winter):
Image IPB

Same with the platforms:
Image IPB

Luckily it's not a big deal, because it can be easily fixed with the eraser-tool, but still: Is there an easy way fix to this?

Modifié par TheOneBlackRider, 11 avril 2012 - 03:11 .


#25
_six

_six
  • Members
  • 919 messages
[quote]TheOneBlackRider wrote...

1. Does the size of a tileset pallette influence the opening time within the toolset? (In other words, is it worth to take out all none used entries from a pallette? Sure, it makes sense regarding the speed of finding features/groups, if you have some none working entries in between, but thinking to sort out Worm's Seasonal with Sen's addon down to an eg. autum only set would take ages...).[/quote]
Probably just the tileset file itself. Logically the toolset only needs to search for a group once you select that group. Even if it stores an index of some form, that is liable to be tiny relative to the tilset itself.

[quote]2. There is an issue with the thickets/platforms (orgiginal Worm's Seasonal with Sen's addon): If you place more of them, suddently they start to appear with a different season (eg. you place them on a summerfloor, some of them will turn into winter):[/quote]

That's because there's only one Platform and Thicket terrain shared between all of the seasons (as opposed to Platform Summer, Platform Winter etc). It's not something you can really flip a switch to fix because its essentially a design feature, albeit an annoying one. It would be possible to add the additional terrains and split the tiles by terrain however, and that wouldn't break any existing areas unless they combined the season versions next to each other for some reason. Even then it'd run ingame still - the toolset just gets funny placing tiles when it detects combinations it doesn't think are possible.

Incidentally, you may find Shift+Right Click a better approach than using the Eraser tool to change tiles. For one, it displays all tiles in order instead of dealing with the fickle random selection. It also works on crossers like walls too.

[/quote]

Modifié par _six, 11 avril 2012 - 03:35 .