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#1
nwnsmith

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 I am using CEP for a module and the feature 2x2 homes do not hide by default nor do they respond to scripting that hides area map for players. Is this something that I can edit via the .set file in a text editor? If so can anyone point me in the right direction? It is also annoying to walk into one room and see the contents of all others within this map. 


Thanks so much!!!

#2
Karvon

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There are several options you can pursue.

One, use a hak pack which blanks minimaps. One I've used and liked in the past is...
http://nwvault.ign.c....Detail&id=6097

Two, in the toolset, set the area as an outdoor one, as that reduces the range of revealed map compared to interior areas. That can impact, however on some skills and feats.

Three, use a script to reblank the map at regular intervals. I've seen this sort of thing done on a number of PWs. One such script can be found at...
http://nwvault.ign.c....Detail&id=3816

regards

Karvon

#3
henesua

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I am more interested in learning how this can be done by editing the tileset.

#4
nwnsmith

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Yes as genesis said I am interested in editing the tileset. The option above will not work. When I script the area to reblank the map nothing happens. You enter the map with the entire area revealed and nothing you do in game changes that. My guess is that only editing the tileset can fix this. Thank you for the suggestions though.

#5
henesua

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I am currently having this issue with Lord of Worms' Fantasy Interiors. The doors in that tileset have a couple issues, one which is that they do not hide the unexplored areas from players. I bet he solved this issue in his PW's haks. I'll PM him and if I learn anything about how the issue is solved, I'll post the answer here.

#6
Lord Sullivan

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Any interior areas that make up an open room for the player will always be revealed as the PC enters
that area. For instance, if you have two rooms that separated by a doorway, if there is no door or the
door is opened, well when the PC enters by "The Entrance of that Area" the two rooms will be cleared of the "Fog of War" (Black darkness) and so will the map. But, if the door of the doorway separating the two rooms is closed? then the only room that will be immediately revealed to the PC is the room that has an entrance connected to an outgoing area. Same in the mini map.

#7
nwnsmith

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yes, that is how areas normally work but not in this tileset. In this area none of the rooms are conjoined. They are separated by wall terrain and none have doorways that lead to each other. but there is no "fog of War" on either the areas themselves or the mini map.

#8
Karvon

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Well, another option, which I made a number of years ago as hak, I suppose you could use. I included a doc file explaining how I implemented it with the tile sets I altered.

http://nwvault.ign.c...d=30761&id=6850

Karvon

#9
henesua

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Karvon, I've done that before too. And it makes much sense for certain tilesets. But I hope that someone like Bannor speaks up here because I suspect that he or someone knows how to set up a tileset so that the minimap stops at interior doors.

I noticed that the Fort Interior also has this problem of revealing the minimap past closed doors. At least I am noticing this in testing mode. I have not yet checked to see that if actual play is different.

#10
Karvon

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One potential problem with hak based blanking options is it impacts the DM as well. It's rather annoying in such cases. One work around is to use a dummy hak to avoid the blanking effect.

Karvon

#11
wyldhunt1

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If anyone figures out how to fix this, I'd also be interested in knowing how.
We use these same tilesets. I'm sure one of the tileset guru's around here must know why they are acting this way...

#12
Rolo Kipp

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<walking down...>

I suspect it may have something to do with the path nodes on the door tile.

I noticed while building the vault door (which also wrongly reveals the interior when the vault is closed) that the tile I copied from had an 'A' path node but didn't seem to have any way to change the door node... i.e. typing "I" into the box seems to do nothing and there is no dropdown to select a door node.

Image IPB

I am nowhere near confident enough to experiment with it in a GFF editor, but I suspect that is the problem.

The Bioware tileset tutorial says (among other things) that

3. The last is a door node. When doors occur somewhere in the middle of a tile and
effectively changes the path node style when they are closed, it gets entered here. If there
are no doors or the doors are only meant for changing areas, feel free to skip this entry.


<...a primrose path>

Modifié par Rolo Kipp, 25 mars 2012 - 04:09 .


#13
ehye_khandee

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Just a note, the scripting method works, this is a script we've used for years. It may be in the implementation - how did you implement yours?

Be well. Game on.
GM_ODA

http://playnwn.com

#14
Zwerkules

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I inlcuded this picture of the pathnodes I got from Bannor so you can see what the pathnodes look like:

Image IPB

Rolo, door visibility is used like this:
If you have for example a corridor and there's a door in the middle of the corridor, the path node is L and the door visibility has to be Y so you can't see what's on the other side of the door when it is closed.

Another example:
You have two corridors crossing. The path node is A. There's a door that can block off access to the corridor to the left, then the door visibility has to be U.
Note that a tile can have more than one door, but only one door visibility node. The whole door visibility stuff also only works for tileset specific doors.

Modifié par Zwerkules, 25 mars 2012 - 06:48 .


#15
Rolo Kipp

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<nodding...>

Yes, I understand how they're *supposed* to work. For example, on the Vault Tile, a north/south wall to the east with the door in the middle, the door node should be I.

But how do you set that door node? It will not save in the SetEditor v.85b.
As I understand it, I'll have to go into a GFF editor and figure out where to put it in the .set file manually. A bit much for me at the moment ;-(

<...in understated understanding>

#16
Lord Sullivan

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Maybe if the OP would tell which tileset it is and a screenshot example of the/an area with
the offending issue... it could help in the troubleshooting. Saying "I'm using CEP 2.4 and the 2x2 home interior as such and such issue..." is not very clear.

#17
henesua

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I mentioned these tilesets in the thread:
Lord of Worms' Fantasy Interiors - doors do not hide minimap
Fort Interior (bioware/DLA) - most doors do not hide minimap, and yet those that do are not tileset only doors because the door model I am using is one of Tiberius' custom doors.

I am amazed that the scripting "solution" is continuously put forward. Please put it to rest. It is not the right application for an interior area.

#18
ehye_khandee

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Gladly I'll set it aside, now that you have stated you don't have ANY interest in it - I'll leave you to edit tiles. On your first mention of it, however, you simply stated it did not work for you, which is why I asked.

Be well. Game on.
GM_ODA

#19
Zwerkules

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nwnsmith wrote...

 I am using CEP for a module and the feature 2x2 homes do not hide by default nor do they respond to scripting that hides area map for players. Is this something that I can edit via the .set file in a text editor? If so can anyone point me in the right direction? It is also annoying to walk into one room and see the contents of all others within this map. 


Thanks so much!!!


Can you be a bit more specific as to which CEP tileset you are using which has the 2x2 homes feature (which should be a group, not a feature :P). I guess it is just a matter of wrong path nodes. Probably most of the tiles added to the Bioware tileset the CEP tileset is based on simply have an A as a path node, even if that is the wrong one.
If there are just path nodes and no visibility nodes, the visibility is the same as the path node. That means you can see in all directions on a tile with the path node A.

#20
wyldhunt1

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What is the easiest way to edit the path/visibility nodes?
I don't do very much cc stuff, so I'm not sure which tools are best.
Was Rolo correct, that we have to edit the set manually with a gff editor?

#21
Lord Sullivan

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I just tested the "Fort Interior" on a module with a personal hakpack of mine and all rooms (Tiles\\Tilesets) remain hidden... could it be CEP creating the Boo Boo?

#22
henesua

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I am not using CEP. And regardless I do see the issue on my end.

The solution AFAIK is to edit the tileset. If anyone knows how this solution works then great, please come forward.

Modifié par henesua, 25 mars 2012 - 11:04 .


#23
Zwerkules

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Yesterday I looked through the CEP tilesets to find one that had a 2x2 homes group and found the city interior tileset which is a copy of Bioware's interior tilesets with additions. The 2x2 homes groups is no addition to the tileset though. It also existst in the original tileset.
What is really strange is that the path nodes are correct, but the tiles also all have a visibility node A.
I have no idea why Bioware added that visibility node. Those visibility entries in the set file make it possible to see what's on the other side of a wall, even though there isn't even a door in it.

I looked at the first version of the set file I found. Maybe in later versions this was changed. I haven't checked that yet.

Edit: I made an area with the Bioware interior tileset and used the homes groups. Even in the latest version of the set file the visibility entries are still there and this makes all rooms next to those groups visible. Removing the visibility nodes should change that, but I still wonder why Bioware put them there in the first place.:blink:

Modifié par Zwerkules, 26 mars 2012 - 03:04 .


#24
Shadooow

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Zwerkules wrote...

Edit: I made an area with the Bioware interior tileset and used the homes groups. Even in the latest version of the set file the visibility entries are still there and this makes all rooms next to those groups visible. Removing the visibility nodes should change that, but I still wonder why Bioware put them there in the first place.:blink:

Could you make a fix for that? I would like to add it into my patch project.

#25
Bannor Bloodfist

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wyldhunt1 wrote...

What is the easiest way to edit the path/visibility nodes?
I don't do very much cc stuff, so I'm not sure which tools are best.
Was Rolo correct, that we have to edit the set manually with a gff editor?


Velmar's TSC which works inside of 3dsmax.  That Set editor b85 is way outdated, and actually deletes/changes data related to any tileset created after 1.67 (actually, maybe even further back) that uses features of tilesets that the set editor does not understand. 

Pathnodes in particular, it does NOT recognize any of the stuff added to tilesets a while back.  Grass options, (being able to change texture of same, being able to allow/disallow growing etc), pathnodes that use lower case versions, door visibility nodes, other stuff too.  I can't remember what all the bugs are.

Velmar's TSC does NOT have those issues, although it does have issues of it's own.  1) It requires use of 3dsmax.  2) It does not allow you to create new groups inside the tool, even though that was in the plans and buttons exist, the scripting bit was never completed.  

However, it was used to create the tileset.set file for TNO/Castle Rural Exterior.  It allows you to work with tilesets of any size, it will allow you to pick a tile in the listing and load it directly into 3dsmax, save it, or delete it from the .set.  It will allow you to set all three path related nodes, pathnode, visibility node, AND Door Visibility Node.  It also allows you to mass create minimaps for the entire set, or any range of tiles you choose to work with.  (However, to do this, you do have to run the minimap option at least twice, once for tiles, and once for groups).

There are many other very useful features inside that toolset from velmar. 

One slight issue is that it does NOT autoload when max starts, and you have to manually run the starting script for it.  In fact, you have to do that twice, once to initially load it, then close the tsc, then run the script a second time.  I don't know why this is required, but otherwise it may crash the TSC and/or max.

CTP used the TSC for a HUGE portion of the work we did with managing tiles in a given set.