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Merging Overwrites?


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36 réponses à ce sujet

#1
Leurnid

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First, can you get overwrites to play together, or do they, as I suspect, get in each others way if there are added tiles?

Second, how tough would it be to merge overwrites, or at least get them to work together? 

I ask specifically because the Project Q overwrites are nice, but I really want things like windows and round corners in my castle interior, which Project Q didn't use.

#2
cervantes35

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Leurnid wrote...

First, can you get overwrites to play together, or do they, as I suspect, get in each others way if there are added tiles?

Second, how tough would it be to merge overwrites, or at least get them to work together? 

I ask specifically because the Project Q overwrites are nice, but I really want things like windows and round corners in my castle interior, which Project Q didn't use.


1. Most overwrites only play well together if the content is merged correctly ie. set files and ITP or 2da which ever the case maybe.

2. Not terribly, but can be time consuming depending on the amount of content you want to merge. A good knowledge of Custom Content is very helpful.

3. Yes, the custom content project Q overwrites and use is very nice indeed, but I might be a little biased. Image IPB

#3
Leurnid

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I could be wrong, but I think that the project Q texture updates work in conjunction with the hak with the rounded corners and such, but the elevations and any bonus tiles do not.

#4
cervantes35

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I am working on a Project Q update at the moment, but if you don't need this right away I will help you with this . Just post details of what you need and I see if I can squeeze it in here and there as time permits.

Modifié par cervantes35, 18 avril 2012 - 12:11 .


#5
henesua

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Thats generous of you, Cervantes. This could be interesting.

#6
Leurnid

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cervantes35 wrote...

I am working on a Project Q update at the moment, but if you don't need this right away I will help you with this . Just post details of what you need and I see if I can squeeze it in here and there as time permits.


I would rather see project Q 1.5 released.

BUT!

Another person had asked about this a few months ago, and I think it would enhance the Q overwrite, so I am going to tell you what I would like to see with the hope that it becomes an official Q thing later:

Castle Interiors Expanded

Castle Interiors Expanded 2

These two overwrites are functionally the same, one for each castle interior set.

There is not an extra tile in these sets that I don't think is value added, it's just a shame that these sets won't play with project Q's elevations and so forth out of the box. The 'skyboxed' windows might want to be adapted to reflect the darker, earthier woods of current content preferences, but aside from that, I think they are both excellent adds.

#7
cervantes35

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Leurnid click on the castles project in my profile select files and download the small zip file.There are three files in the zip file I want you to add them to the Castle Interiors Expanded 2 addon hak. Overwrite any files already in the hak then place it above all Q haks. Test it post me a bug report if there are problems I will try and fix them for you. Once fully tested I will create some new hi res mini maps for the whole set once I finish with the Project Q update.

Modifié par cervantes35, 19 avril 2012 - 01:16 .


#8
Leurnid

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Wow... that was quick... TY!

edit: Hate to be a pill, but there is still no files there. Do they usually take a while to post, or do I need permission to see them?

Modifié par Leurnid, 19 avril 2012 - 06:29 .


#9
cervantes35

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http://social.biowar...ect/8213/#files

Modifié par cervantes35, 19 avril 2012 - 11:05 .


#10
cervantes35

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Were you able to accress the file throu the link?

Remember to let me in on any bugs as I through it together in about 15 minutes, so I know I had to make some mistakes.

Modifié par cervantes35, 19 avril 2012 - 10:45 .


#11
henesua

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Nope. None of the files are available. I suspect there is a sharing setting required.

#12
cervantes35

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I have all the settings set to share with everyone so don't know whats going on sent both of you an PM with my e-mail.

Modifié par cervantes35, 19 avril 2012 - 11:10 .


#13
Leurnid

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yer the man!

#14
cervantes35

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Your welcome. Email sent to you with attachment just follow previous instructions and game on.

#15
Leurnid

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I just slapped it in and made a quick run thru of a few prominent features... working great.

The Elevation Highlight shows up in play with the overwrite, nuisance, not a deal breaker.

On a side note, I have noticed that the texture in the arch over doorways is blacked out for me in all Castle Interior sets (Bio's and Overwrites), and it seems like it probably shouldn't be... has it always been like that, or is something else up?

#16
cervantes35

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It must be that they were deigned that way so you could not see into the room thru a gap above the door and since it effects all tilesets even the standard bioware castle I would have to say its always been that way.

The first time I installed it the red elevation reared its ugly head as well so I removed all previously built castles areas and reinstall the hak and for some reason it did not show up when I started building new castle areas.

BTW this will not work with previously built areas.

Modifié par cervantes35, 21 avril 2012 - 01:32 .


#17
Leurnid

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That indeed seemed to solve the problem, thank you again for your efforts!

I followed your advice, but in my haste, did not build on the elevation.  I went in, added a corridor up the elevation, and tested it again, and found the red elevation indicator was back.

But please, do not waste any more time on this.

I think the project Q release is far more important than a minor cosmetic issue that is arising because I am using Q and non-Q material together In a way it was not specifically intended.

I still think the round rooms and windows would be a good add for the Q pack, but I understand that content to be included must be vetted to a standard higher than my 'that looks cool' test.:)

Modifié par Leurnid, 21 avril 2012 - 02:15 .


#18
cervantes35

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Let me know if there are any other small projects you would like help with.

#19
cervantes35

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Leurnid I have been working on adding a new crosser to the castle called hero's hall which is a double size corrider which I want to decorate with statues and banners the basic tiles are pretty much done just need more connectors I will try and post some picture in my profile under the castles project.

I also found while playing around with some of the castle tiles that the round tiles need work texture mapping and geometry flaws so I will probably go ahead and fix these up as well.

#20
cervantes35

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Well I thought I was going to put up screenshots but for some reason all I get is a black screen when I do the screenshot so until I figure that out why screens will be delayed.

#21
Leurnid

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Seeing as you are returning to this thread (and I never got authorized for the project Q forums), I have a question/request about the Castle set elevation risers:

Currently, the corridor stairs (elevation crosser) require a flat length of corridor between corridor stair.

I believe it is the .set file that determines what tiles make valid neighbors; can that be modified to allow the stairs to run together without the need for a flat corridor crosser between elevation changes?

#22
cervantes35

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This is not possible because that is the way the tiles were created altering the set file will not allow what you want. In order to do what you want it would require new tiles to be created.

Modifié par cervantes35, 27 avril 2012 - 03:40 .


#23
Leurnid

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I'm sorry, I wasn't very clear, and/or I don't understand how the tile models work

The elevation stair model in that set, tni02_x01_01, can only be placed adjacent to a regular corridor tile from the original tileset. The geometry of the tile would allow for tni02_x01_01 to be placed next to itself (either as a double ascent or an up-and-down), but currently, the toolset is not allowing such a placement.

Is that because of hooks embedded in the model, or is that a setting in another document?

Modifié par Leurnid, 27 avril 2012 - 11:04 .


#24
Bannor Bloodfist

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Leurnid wrote...

I'm sorry, I wasn't very clear, and/or I don't understand how the tile models work

The elevation stair model in that set, tni02_x01_01, can only be placed adjacent to a regular corridor tile from the original tileset. The geometry of the tile would allow for tni02_x01_01 to be placed next to itself (either as a double ascent or an up-and-down), but currently, the toolset is not allowing such a placement.

Is that because of hooks embedded in the model, or is that a setting in another document?


Tiles for NWN require a specific set of options.

1) 10x10 meters in size for each tile.  You can make a tile that "appears" smaller by blacking out sections, corridors do that with high walls and black surfaces up top, BUT the actual tile itself is still 10x10 meters in size, just wasting the black surface space for non use.

2) Each tile MUST define what tiles connect to it at the four corners, and if connecting to a crosser (your corridor is actually a crosser) must also define what crosser is connected to the middle of each side. 

So, by default, what you are attempting to do can NOT be done without creating NEW tiles as was mentioned above.  TO do that, you would have to create a set of elevation stairs that connects either to flat floor on top/bottom OR, narrow the stairs down so you could create two, side by side, that connects to the corridor using the normal settings.  Either way, you MUST create new tiles.


Now of course you still have to edit the .set file to create the option of using any new tile you need, so yes, you still edit the .set, but just editing the .set without making the tiles will not help you.

#25
Leurnid

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Ok, going out on a limb here, the reason this isn't happening isn't because the stair crosser is having problems, but because there isn't a terminating stair crosser defined (and a model is needed for that), so when one tries to run stairs up a steady incline, it balks because it can't figure out what to put on the slope above the current stair, because there is no stair terminator.

SO if I define a model that will act as that terminator, even if it's just a blank tile used as a decoy, this should work.