mini map hide disabled
#1
Posté 20 mars 2012 - 05:51
Thanks so much!!!
#2
Posté 20 mars 2012 - 10:24
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
Posté 20 mars 2012 - 03:16
#4
Posté 20 mars 2012 - 07:43
#5
Posté 20 mars 2012 - 08:53
#6
Posté 21 mars 2012 - 01:23
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
Posté 21 mars 2012 - 03:27
#8
Posté 21 mars 2012 - 06:40
http://nwvault.ign.c...d=30761&id=6850
Karvon
#9
Posté 22 mars 2012 - 07:38
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
Posté 22 mars 2012 - 08:56
Karvon
#11
Posté 24 mars 2012 - 09:15
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
Posté 25 mars 2012 - 04:03
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.

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
Posté 25 mars 2012 - 06:22
Be well. Game on.
GM_ODA
http://playnwn.com
#14
Posté 25 mars 2012 - 06:32

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
Posté 25 mars 2012 - 06:55
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
Posté 25 mars 2012 - 06:57
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
Posté 25 mars 2012 - 07:29
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
Posté 25 mars 2012 - 08:08
Be well. Game on.
GM_ODA
#19
Posté 25 mars 2012 - 08:45
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
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
Posté 25 mars 2012 - 09:31
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
Posté 25 mars 2012 - 10:25
#22
Posté 25 mars 2012 - 11:00
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
Posté 26 mars 2012 - 02:52
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.
Modifié par Zwerkules, 26 mars 2012 - 03:04 .
#24
Posté 26 mars 2012 - 03:24
Could you make a fix for that? I would like to add it into my patch project.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.
#25
Posté 26 mars 2012 - 03:44
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.





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