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#1
Nevercallmebyname

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Atempting to mod my headworld into Neverwinter Nights 1 I have repeatedly run into obstacles and repeatedly overcome them. I decided to move on to tilesets and moding the main city of my headworld and hit a new obstacle. While there is a tutorial for creating a single tile feature there does not seem to be one regading the creation of tile groups or terains. So I just ask if anyone knowing of a tutorial could link me one or someone who knows the process could explain it for me. Thank you.

#2
The Amethyst Dragon

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A couple links that may be of use:

http://www.neverwint.../cc.htm#tileset - has links to some useful tileset making tools

http://harvestmoonco...wforum.php?f=59 - lots of useful information on  making custom content, and home to information from the Community Tileset Project

#3
Nevercallmebyname

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Now why couldnt anyone else link me to that. I asked every other nwn forum I could find and they all sent me here.
Anyway thank you. I think those may be exactly what I was looking for.

#4
The Amethyst Dragon

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Nevercallmebyname wrote...

Now why couldnt anyone else link me to that. I asked every other nwn forum I could find and they all sent me here.

They probably sent you here because it's here that you'll find the peeps more active (and likely active for longer) with NWN custom stuff.

I don't do much custom work with tilesets myself, but those are the best links I could find to put on the neverwinternights.info site.

Who knows?  You may end up making one of those "must have" projects. :happy:

#5
Pstemarie

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As TAD noted, anything you need from the realm of CC you'll find here. We're an exceptionally small corner of the Community numbers-wise, but combined we have a pretty extensive resume of skills and knowledge. Posting questions about CC here also makes the conversation that occurs available to other CC makers who pass through and may find the information useful.

Modifié par Pstemarie, 26 juillet 2013 - 10:45 .


#6
Nevercallmebyname

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Thanks both of you. I dont make a habit of asking for custom content from others, even though it would be easyer and would likely turn out looking better, because this is my headworld and not something other people would know how to do for me. That said I'll still pop in to request a tutorial I cant find or if I just cant make something on my own.

#7
Tarot Redhand

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Don't forget to look in the stickied cc tutorials thread on here as well. There are links to 10 (or is it 11) tutorials dealing with tilesets right at the start of the first message on there.

TR

#8
Nevercallmebyname

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Tarot Redhand wrote...

Don't forget to look in the stickied cc tutorials thread on here as well. There are links to 10 (or is it 11) tutorials dealing with tilesets right at the start of the first message on there.

TR

I did see those but they only cover retexturing and single tiles. Majority of what I'm trying to do is terains and groups. uuuh what's an example I can give...

Well I wanted to see if I could make double and tripple hight Raise/lower edges so I can go up multiple levels without having to create a pyramid to do so. Anyone understand what I mean by that? Is it even possible? No tileset has EVER done it and I wanted to be the first.

#9
OldMansBeard

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Nevercallmebyname wrote...
Well I wanted to see if I could make double and tripple hight Raise/lower edges so I can go up multiple levels without having to create a pyramid to do so. Anyone understand what I mean by that? Is it even possible? No tileset has EVER done it and I wanted to be the first.


It could be done, but not very conveniently. I'll explain.

If you look inside a .set file at the way height transitions are controlled, you will see that there are 0/1 values on the heights of tile corners. Those are used by the toolset to paint tiles in areas in such a way that they are guaranteed to join up. But it only understands 0 and 1 - it can only cope with a single height transition across a tile. That's a limitation of the toolset. It can't do multiple jumps at one go.

Now, if you are prepared to create your own .are files without using the toolset, which can certainly be done using a gff editor, then you can circumvent that limitation. If you make multiple-jump tiles and place them manually next to each other according to your own rules, you can do that.

Tilesets that can't be used with the toolset aren't going to be very popular as they stand but if you made some preset areas, other people might adopt them and that would be good.

Needless to say, the solution tileset makers usually adopt is to make tiles with slopes that join up seamlessly so it doesn't look like a pyramid.

OMB

Modifié par OldMansBeard, 26 juillet 2013 - 03:29 .


#10
_six

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Nevercallmebyname wrote...

Well I wanted to see if I could make double and tripple hight Raise/lower edges so I can go up multiple levels without having to create a pyramid to do so. Anyone understand what I mean by that? Is it even possible? No tileset has EVER done it and I wanted to be the first.


I fear that perhaps when nobody has done something in over 10 years you are more likely stumble on a solution whilst attempting something unrelated than by actually looking for it. The method OMB suggests works but has never really seemed a good idea for most CCers since we tend towant other people to be able to easily use our stuff.

However, have a look at Zwerkules' medieval rural tileset, which you can usually find on the first page of this forum. It uses a 'half height' terrain to essentially allow you to do exactly that. The ubiquitous luciferchurch/blood monkey mountains tileset pioneered that technique, and Lord Rosenkrantz' mountains set was heavily inspired by that approach too.

Modifié par _six, 26 juillet 2013 - 04:36 .


#11
ShadowM

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Nevercallmebyname wrote...

Tarot Redhand wrote...

Don't forget to look in the stickied cc tutorials thread on here as well. There are links to 10 (or is it 11) tutorials dealing with tilesets right at the start of the first message on there.

TR

I did see those but they only cover retexturing and single tiles. Majority of what I'm trying to do is terains and groups. uuuh what's an example I can give...

Well I wanted to see if I could make double and tripple hight Raise/lower edges so I can go up multiple levels without having to create a pyramid to do so. Anyone understand what I mean by that? Is it even possible? No tileset has EVER done it and I wanted to be the first.



Kthoris's HOW TO: Add a group/tile from one tileset to another talk about groups
and the other link is under general all purpose so was in the sticky.

If there are some new ones let me know or if you want me to change how it formated let me know.

Modifié par ShadowM, 26 juillet 2013 - 04:48 .


#12
Nevercallmebyname

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_six wrote...

Nevercallmebyname wrote...

Well I wanted to see if I could make double and tripple hight Raise/lower edges so I can go up multiple levels without having to create a pyramid to do so. Anyone understand what I mean by that? Is it even possible? No tileset has EVER done it and I wanted to be the first.


I fear that perhaps when nobody has done something in over 10 years you are more likely stumble on a solution whilst attempting something unrelated than by actually looking for it. The method OMB suggests works but has never really seemed a good idea for most CCers since we tend towant other people to be able to easily use our stuff.

However, have a look at Zwerkules' medieval rural tileset, which you can usually find on the first page of this forum. It uses a 'half height' terrain to essentially allow you to do exactly that. The ubiquitous luciferchurch/blood monkey mountains tileset pioneered that technique, and Lord Rosenkrantz' mountains set was heavily inspired by that approach too.


That sounds like it might work but I'm guessing I can only put my buildings on the regular raise lower? If there's no way of doing it then I'll forget it. Not eccential to the project it just would have looked nice.

#13
s e n

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check this

http://nwvault.ign.c....Detail&id=8165

if you manage to cook something saucy with it plz show us :P

#14
Nevercallmebyname

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OMG thank you!

#15
s e n

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just remember: the engine allows to do that, even if it is really tricky to make all set entries correct (but this is the reason i posted the template hak), BUT I havent found a way to get the entries of the edge 2da working, so dont expect to get correct edge fade work for all the multiple raise variations

#16
Nevercallmebyname

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Hell my maps are usualy prety level at the edge of the map so if that's what the problem is then I'll just take it.

(that is what you meant right?)

Modifié par Nevercallmebyname, 28 juillet 2013 - 09:35 .


#17
s e n

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no i mean the engine doesnt allow to use multiple raise entries fore the specific tileset ****edge.2da, so if you put multiple raise tiles at the borders of your area, you will get those edge tiles (the ones that appear only in game, to be clear) not showing or mismatching. a workaround can be to create a crosser that emulates the behaviour of those specific edge tiles. havent tried, but should work. just additional work

#18
Nevercallmebyname

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That's what I thought you meant. Well Crosser tiles wouldnt be such a bad thing. Reverting the edges back to what the game can replicate with edge tiles doesnt destroy the rest of the map and most good areas will only have two small areas where you can see the edge tiles anyway. I cant try them out right away but I'll tell you what I think and show you how I've used them.