Merging Overwrites?
#1
Posté 16 avril 2012 - 08:45
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
Posté 16 avril 2012 - 09:30
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.
#3
Posté 17 avril 2012 - 01:56
#4
Posté 18 avril 2012 - 12:09
Modifié par cervantes35, 18 avril 2012 - 12:11 .
#5
Posté 18 avril 2012 - 01:13
#6
Posté 18 avril 2012 - 03:58
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
Posté 19 avril 2012 - 01:01
Modifié par cervantes35, 19 avril 2012 - 01:16 .
#8
Posté 19 avril 2012 - 03:50
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
Posté 19 avril 2012 - 11:03
#10
Posté 19 avril 2012 - 10:43
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
Posté 19 avril 2012 - 10:51
#12
Posté 19 avril 2012 - 11:09
Modifié par cervantes35, 19 avril 2012 - 11:10 .
#13
Posté 20 avril 2012 - 03:20
#14
Posté 20 avril 2012 - 04:21
#15
Posté 20 avril 2012 - 07:57
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
Posté 21 avril 2012 - 01:12
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
Posté 21 avril 2012 - 02:05
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
Posté 21 avril 2012 - 02:13
#19
Posté 24 avril 2012 - 11:00
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
Posté 24 avril 2012 - 11:11
#21
Posté 25 avril 2012 - 03:51
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
Posté 27 avril 2012 - 03:39
Modifié par cervantes35, 27 avril 2012 - 03:40 .
#23
Posté 27 avril 2012 - 11:03
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
Posté 28 avril 2012 - 12:38
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
Posté 28 avril 2012 - 02:27
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.





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