Hello. I notice a number of these are going up recently.
I thought I might try my hand at them myself. Moreso meta tiles, to be honest.
Is there a resource you have used that is fairly step-by-step to create these?
Thank you.
Everything you needed to know for creating tilesets?
Débuté par
Eguintir Eligard
, janv. 13 2014 06:59
#1
Posté 13 janvier 2014 - 06:59
#2
Posté 13 janvier 2014 - 07:02
I don't have the link in handy at the moment, but I am certain I run into a guide for tile creation on the RWS forums. I am sure somebody will link it. Good luck with your project.
#3
Posté 13 janvier 2014 - 07:39
Yup, there's a "Tieset information" link on the front page. Good luck! Maybe you'll feed us some eye candy from time to time?
Modifié par rjshae, 13 janvier 2014 - 07:43 .
#4
Posté 13 janvier 2014 - 09:21
It seems more simple than I expected, just a bunch of explanations of the 2das and flags. There doesn't seem to be any rhyme or rule to the tiles except for vertexes lining up and them being 9 x 9 (whoever chose that ridiculously non-round number is a fool btw).
Anyway I guess I just have one question: How did any of you set up 3d studio for exporting?
I always seem to have to change the percentage of size when I export regardless of what units I chose in the editor. This was ok to do for placeables and just eyeball it but I need to be spot on here. How can I assure that Meters in 3ds are meters in game, 1:1 ratio ?
Anyway I guess I just have one question: How did any of you set up 3d studio for exporting?
I always seem to have to change the percentage of size when I export regardless of what units I chose in the editor. This was ok to do for placeables and just eyeball it but I need to be spot on here. How can I assure that Meters in 3ds are meters in game, 1:1 ratio ?
#5
Posté 13 janvier 2014 - 09:35
In Blender I imported one of the standard tile models then scaled up a standard cube by x9: it seemed to be an exact fit. Not sure why they chose 9 x 9, except that 9 x 9 meters is very nearly 10 x 10 yards.
#6
Posté 13 janvier 2014 - 09:41
What tile set are you looking to do?
PJ
PJ
#7
Posté 13 janvier 2014 - 10:08
Actually right now I'm just trying to make a metatile... I'll make it compatible with caves for the sake of getting started, althought it will be more of a smooth stonework room.
It's a somewhat octagonal room which will have multiple (more than 4, and not only on a 90 degree axis) rooms which you can block off with door/wall placables or not. I'm trying to see if I can even get it to show in game, I assume all I needed to edit was metatiles.2da, have a valid texture and it should show...
Didn't show up in the list, but one of the existing meta tiles in CV turned all black
It's a somewhat octagonal room which will have multiple (more than 4, and not only on a 90 degree axis) rooms which you can block off with door/wall placables or not. I'm trying to see if I can even get it to show in game, I assume all I needed to edit was metatiles.2da, have a valid texture and it should show...
Didn't show up in the list, but one of the existing meta tiles in CV turned all black
Modifié par Eguintir Eligard, 13 janvier 2014 - 10:26 .
#8
Posté 13 janvier 2014 - 11:15
The one thing I don't like about metatiles is that they take so long to load in the toolset. Not sure what can be done about that though.
#9
Posté 13 janvier 2014 - 11:38
If it's going to be a metatile for an existing tileset, then metatiles is the only 2da that needs to be edited. A metatile that's for a new tileset would also need to have a tileset 2da entry for that tileset.
Whether or not the metatile can be retextured or not depends on two things:
Whether the metatile uses the standard textures for the tileset as defined in the tilesettexturewall/floor/ceiling 2das.
Whether the model parts are named to standard suffixes, the part suffix tells the game what surface it is. Use _f for floors (if the floor is not flat, use _rf to tell the game the floor will rotate with the tile), _r for roofs.
Tinting is independent of 2das, there have to be tintmap channels for each tintable surface in the model. The stock game uses the wall tint options for the ceiling.
Whether or not the metatile can be retextured or not depends on two things:
Whether the metatile uses the standard textures for the tileset as defined in the tilesettexturewall/floor/ceiling 2das.
Whether the model parts are named to standard suffixes, the part suffix tells the game what surface it is. Use _f for floors (if the floor is not flat, use _rf to tell the game the floor will rotate with the tile), _r for roofs.
Tinting is independent of 2das, there have to be tintmap channels for each tintable surface in the model. The stock game uses the wall tint options for the ceiling.
#10
Posté 14 janvier 2014 - 12:15
It could be any number of things, but I can't get it started. So if I just used a texture from one of the terrains but I made it part of the cave tileset, it won't show up because I didn't use the cave textures?
Also the name continues to fail to show up in the metatiles options: Here is my entry:
64 TL_CV_M0303_doors_01 113010 CV M0303_doors_01 3 3
I copied the 3rd entry, 64 is a new row, and the rest seems to be right?
Also the name continues to fail to show up in the metatiles options: Here is my entry:
64 TL_CV_M0303_doors_01 113010 CV M0303_doors_01 3 3
I copied the 3rd entry, 64 is a new row, and the rest seems to be right?
#11
Posté 14 janvier 2014 - 01:02
Make sure you have the metatiles 2da in the override and the campaign folder, just to be safe.
If the tile does not use the texture 2da specified texture for the surface, it forces the game to use that specific texture (and that texture can't be changed). If you want to allow a tile to be retextured, you must use the texture 2da specified default texture for that tileset.
If that's not a typo, there's an extraneous space in CV M0303_doors_01, it should be CV_M0303_doors_01. The 2das generally don't like spaces in the entries.
If the tile does not use the texture 2da specified texture for the surface, it forces the game to use that specific texture (and that texture can't be changed). If you want to allow a tile to be retextured, you must use the texture 2da specified default texture for that tileset.
If that's not a typo, there's an extraneous space in CV M0303_doors_01, it should be CV_M0303_doors_01. The 2das generally don't like spaces in the entries.
#12
Posté 14 janvier 2014 - 02:41
I think it is now a texture issue. Does anyone know where I can find (or at least what the name is) of a cave tileset texture just so I can use it on the 3d model and see if it becomes visible in game?
#13
Posté 14 janvier 2014 - 02:50
Wait I found it I think
#14
Posté 14 janvier 2014 - 03:13
Ok so I got it in game, and its a m illion times way too big... you are telling me none of you had to use special 3dsmax ratio adjustments to make models work? I notice it defaults to 1 % size, but when I did 100% its bigger than the entire (large) interio map many times over... I know how to scale, but I need to know the right amount for it to be exact on a tile space...
#15
Posté 14 janvier 2014 - 03:21
I had the same problem with gmax, and usually reducing it to 1% or 10% gives you the correct size. Just look at the size of your tile : if it's 900 m wide, reduce it to 9 m.
#16
Posté 14 janvier 2014 - 03:27
The size of the tile, I assumed was 54m, because I set units to meters.
Of course I just tried 1% anyway, this was the result. I supposed I have to build the room from a certain spot on the graph origin based on how it ended up in the corner.... but the proportion will still be off, it looks like it needs to be more like 3% but it would never be exact... would it?
picasaweb.google.com/108308938441811316263/NWN2Modding
Of course I just tried 1% anyway, this was the result. I supposed I have to build the room from a certain spot on the graph origin based on how it ended up in the corner.... but the proportion will still be off, it looks like it needs to be more like 3% but it would never be exact... would it?
picasaweb.google.com/108308938441811316263/NWN2Modding
#17
Posté 14 janvier 2014 - 03:35
Mmmh... very strange. In my experience, the size of the tiles I imported were always a round number of the original size (usually 900 m, I had to reduce it to 9 m, which is a very simple operation).
Are you sure your tile is centered on zero in the X and Y axis ? That's where your pivot point must be, otherwise it'll not work correctly.
Are you sure your tile is centered on zero in the X and Y axis ? That's where your pivot point must be, otherwise it'll not work correctly.
#18
Posté 14 janvier 2014 - 03:39
Actually it was. I had 54 m (6 tiles worth) going from -27 to +27, in both x and y directions. Apparently that is wrong and they must both be positive. So thats fine now, it goes from 0,0 to 54,54.
So it's centered right but look at the weird size... I set it to 2% conversion ratio... it's still too small but you can clearly see that 3% would make it way too big as it's 50% more.
picasaweb.google.com/108308938441811316263/NWN2Modding
Note the hallway to the right is not part of it, that was just to line it up. It should be 6x6 of those green squares, fully filled.
So it's centered right but look at the weird size... I set it to 2% conversion ratio... it's still too small but you can clearly see that 3% would make it way too big as it's 50% more.
picasaweb.google.com/108308938441811316263/NWN2Modding
Note the hallway to the right is not part of it, that was just to line it up. It should be 6x6 of those green squares, fully filled.
#19
Posté 14 janvier 2014 - 04:01
Oh, I forgot that's a metatile... it seems it's not centered correctly. For a metatile, you'll have to set the pivot point at the center of one of the 9x9 m tile (usually one located at a corner). Take a look at the cave metatiles in the game, it should give you a good idea of what to do.
#20
Posté 14 janvier 2014 - 04:04
Ok, but as for the size?
picasaweb.google.com/108308938441811316263/NWN2Modding
I shrunk it to 3x3, so there is 4 meta tiles there. They are still slightly off center, but is that a result of this weird non 1:1 scaling? I have no idea how the rest of you never came across this, but I always seem to get problems no one else has, which is why I never really modelled much before.
picasaweb.google.com/108308938441811316263/NWN2Modding
I shrunk it to 3x3, so there is 4 meta tiles there. They are still slightly off center, but is that a result of this weird non 1:1 scaling? I have no idea how the rest of you never came across this, but I always seem to get problems no one else has, which is why I never really modelled much before.





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