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Tileset Addition Questions


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#1
Snugglehoof

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Hey, I am trying to add the Cloaktower Group (2x2) to a new tileset. When I start the toolset to test if it worked, when I load an area of the tileset to which I added it I get the following message: "List Index out of bounds (1218)" 1218 is also the new tile count.

 

Seems like I made a mistake somwhere, but I can not figure out what it is. So here is what I have done:

 

1.) I exported the .mdl and .wok files. I renamed them with the appropriate tileset tag, and also adjusted the name within the model file. The .wok I renamed appropriately, but did not open.

 

2.) I adjusted the SET file. I added the tiles in the lists and adjusted the tile count. I added the group and adjusted the group count.

 

3) I then edited the ITP file with the ITP Tool, and placed the group entry in it's correct category.

 

4.) I imported the new and expanded .mdl, .wok, .set and .itp file in my hak pack.

 

The toolset and hak load fine, but as soon as I enter an area of the altered tileset or make a new area, I get the error message.

 

 

Thanks for any help ahead of time!



#2
Snugglehoof

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I found the mistake. I did not see tile count starts with 0 not 1, hence it needed to be set at 1219.

 

Though I have a follow up question. The tileset I added the cloak tower to has a base height of 5,00. How do I adjust that my tileset addition is set on that height, and not 0,00?



#3
Michael DarkAngel

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I found the mistake. I did not see tile count starts with 0 not 1, hence it needed to be set at 1219.

 

Though I have a follow up question. The tileset I added the cloak tower to has a base height of 5,00. How do I adjust that my tileset addition is set on that height, and not 0,00?

 

That's not a base height, but a raised tile height.  You should be okay.

 

icon_zdevil.gif

 MDA



#4
Snugglehoof

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CloakTower_zpsfad14a09.png

 

Not quite. ^_^



#5
MerricksDad

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Your tileset's base height is always 0, as your red lines in the toolset are showing. What you have is an area where the entire area's height is drawn to a minimum +1 height transition, which looks like it is 500cm, or 5, as set in the tileset file. Not sure why that is, but you have a few options:

 

1) reduce the overall area level, which won't do you any good if say you have positions lower than this +1 metric (depends)

2) edit the area file with a GFF editor and bump the tiles' height positions +1 each (messy)

3) actually I have no idea how you pulled it off unless the following is the case...

 

Another issue might be that all the tiles for your custom set are created with a +500cm base height above the vanilla output, except the one you just added. In that scenario, you will simply edit the new tile and move all models +500cm from the aurorabase, export and then view it again in the toolset. Done.



#6
Michael DarkAngel

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I misunderstood what you meant by base height. :blink:

 

If you have/use gMax or 3DSMax and NWMax Plus, you can easily adjust the tower tiles by using Tile Lifter in the "Plus" rollout.  If not, if you post the tiles and any associated textures somewhere, I'll be happy to help.

 

icon_zdevil.gif

 MDA


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#7
Zwerkules

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From the screenshot it looks as if you'll have another problem after you got your tile group to the proper height. The ground of the tilegroup won't match that of the tileset. Probably one has 'rotate texture' turned on for ground textures and the other one hasn't, I think it is the Bioware city tileset. Check the ground meshes of your cloak tower group and turn on rotate texture if it isn't on.


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#8
Snugglehoof

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With 3ds max 7 in combination to NWmax, I managed to import the models and adjust the height. Though I can not figure out how to actually export it as a .mdl file for NWN.

 

And thank you very much for the offer, MDA. Trying to suffer through the tedious process of learning how to do it, so I might be actually be able to make things myself some distant day.

 

I appreciate the foresight, Zwerkules. Likely would have been my next question. :D



#9
Pstemarie

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With 3ds max 7 in combination to NWmax, I managed to import the models and adjust the height. Though I can not figure out how to actually export it as a .mdl file for NWN.

 

And thank you very much for the offer, MDA. Trying to suffer through the tedious process of learning how to do it, so I might be actually be able to make things myself some distant day.

 

I appreciate the foresight, Zwerkules. Likely would have been my next question. :D

 

Use CM3 to change the tile height.


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#10
Snugglehoof

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Did it with CM3. Worked perfectly! <3


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#11
Michael DarkAngel

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Glad you got it sorted out.

 

With 3ds max 7 in combination to NWmax, I managed to import the models and adjust the height. Though I can not figure out how to actually export it as a .mdl file for NWN.

 

For future reference.  To export a model, select the model base.  With the Modify tab selected, under MDL Parameters in the right panel rollout, set your export directory and press either the Export Model + Anim button or the Export Geom Only button.

 

Any other questions, don't hesitate to ask.

 

icon_zdevil.gif

 MDA


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#12
Snugglehoof

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Thank you, I really appreciate it. I am sure I will come back to it quite soon, as I will continue to jump into the pool that is custom content creating, in spite of my lack of swimming expertise.  ;)


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#13
Pstemarie

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Thank you, I really appreciate it. I am sure I will come back to it quite soon, as I will continue to jump into the pool that is custom content creating, in spite of my lack of swimming expertise.  ;)

 

Even if you're drowning, there are enough good folks here that'll pull you up.


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#14
Snugglehoof

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Speaking of which, I got a new error message. ^_^

 

I added four tile groups from the TNO (Bioware Castle Exterior Tileset) to the tileset I am working on. The Arena, Archery Range, Jousting List and Jousting Stands. This time, when I load the area with the tileset, I get a blank error message.

 

The .mdl files have the correct tileset tag, and I also made sure that the same has been adjusted within the files. Another change I made was to replace the TNO grass bitmap with that of the tileset I am adding to. I did change the names to tileset_u##_##. I am not sure if the letter category has relevance?

 

I double checked the Set File. The Tile and Group Counts are correct, the tiles have the correct Models assigned, and the groups the correct tiles. The .wok files match the .mdl files in name.

 

The ITP file has the correct commands (RESREF - RESREF - Model Name and STRING - NAME - Group Name). They are also in the right place. List Main -> 2nd Element ->  List List "Grass". The Arena was under the grass feature category before, and I moved it to the group category as I thought that might be the problem. Neither place I assign it makes a difference.

 

When it did not work, I ran them through the CM3. I have everything deactivated besides the Raise/Lower Tileset option, as I was unsure what the rest would do. Having run them through CM3 also did not get rid of the problem.

 

All of them are correctly displayed though, when I load them through the NWN Explorer.



#15
cervantes35

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I'm shooting in the dark here but are you getting an error message or are you unable to place these new tiles. With no errors I am suspecting the latter case.

 

If this is the case you need to check your set file to ensure that you have made corrected placement parameters i.e:

 

[Tile?]

Model=?????-???-??

walkmesh=msb01

TopLeft=Cobble (TNO is grass)

TopLeftHeight=0

TopRight=Cobble

TopRightHeight=0

BottomLeft=Cobble

BottomLeftHeight=0

BottomRight=Cobble

BottomRightHeight=0

Top=

Right=

Left=

Bottom=

And so on.

You may have not changed the TNO tiles from grass to cobble. I am guessing by your picture you named your ground surface cobble.



#16
Snugglehoof

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This is the blank error message I get when I open an area using that tileset, or create one.

 

ErrorMessage_zps491eb156.png

 

I checked if the correct terrain is assigned, like you suggested. All have grass, which is where I want them.



#17
cervantes35

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Not being able to look at your set or itp files  and the no error box, I am going to start with the simplest thing and say you may have corupted your module.  This can happen in any number of ways but usually it occurs if you have the toolset with your module up and the hak attached and you open and add or removed files from the hak.

 

Try creating a new module and attach your hak and see if you can build with it. If this is not the case you may want someone to take a look at your set and ITP files and see if they can spot anything.


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#18
Snugglehoof

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I did a test. A new module gets the same problem as soon as I try to create an area using this tileset, so it does not appear the problem is with the .mod file.

 

The tileset I am working with is the incredible Medieval City tileset that Zwerkules made. I am in absolute awe of the quality and beauty of it! Basically, I am retexturing it for a warmer sandstone theme, inspired by malta and croatia, and adding a few options to it that I need in the module for the areas it will be used for.

 

Here are the links to the set and itp files, and a package that has the .mdl and .wok files:

- http://www.mediafire...tcm01palstd.itp

- http://www.mediafire...to3z8/tcm01.set

- http://www.mediafire...lkdx/Backup.rar

 

Bellow are the Set and ITP entries for the four groups that are giving me the problem.

 

Thanks again for all the help!

 

 

SET FILE

[TILES]
Count=1234

(...)

[TILE1225]
Model=tcm01_u10_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_tno01_e10_01

[TILE1226]
Model=tcm01_u11_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_tno01_e11_01

[TILE1227]
Model=tcm01_u11_02
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_tno01_e11_02

[TILE11228]
Model=tcm01_u20_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=G
Orientation=-90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e20_01

[TILE1229]
Model=tcm01_u21_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=C
Orientation=90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e21_01

[TILE1230]
Model=tcm01_u22_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=G
Orientation=90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e22_01

[TILE1231]
Model=tcm01_u23_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=d
Orientation=-90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e23_01

[TILE1232]
Model=tcm01_u24_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=f
Orientation=90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e24_01

[TILE1233]
Model=tcm01_u25_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=c
Orientation=90
ImageMap2D=MI_tno01_e25_01

[GROUPS]
Count=128


(....)

[GROUP124]
Name=Arena
Rows=1
Columns=1
Tile0=1225

[GROUP125]
Name=Range
Rows=2
Columns=1
Tile0=1226
Tile1=1227

[GROUP126]
Name=JoustingList
Rows=1
Columns=3
Tile0=1228
Tile1=1229
Tile2=1230

[GROUP127]
Name=JoustStands_1x3
Rows=1
Columns=3
Tile0=1231
Tile1=1232
Tile2=1233

ITP FILE

 

ITP_zpsbe56c017.png



#19
cervantes35

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Nothing posted above seemed incorrect. If nobody grabs this I'll take a look when I get home from work tonight. If you could just upload the entire hak it will be easier to work with.

You could also try this, export everything from your hak into a folder and delete the hak. Recreate the hak naming it as before then try using it in your module in case some off chance you corrupted the hak itself.
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#20
Snugglehoof

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I recreated the hak and the ITP file, but the error remains.

 

Here is the link to the hak file: http://www.mediafire...CityRevised.rar



#21
Zwerkules

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Tile 11228 is what you should change.


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#22
Snugglehoof

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Unbelievable I missed that. Must have gone over it like five times.

 

Works perfectly now, thank you!



#23
cervantes35

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Don't feel bad I missed it as well.
In my defense thou I was trying to read it on a phone but I still flat out missed it.

#24
MerricksDad

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OMG, after I read all this and then went back (because I didn't find anything wrong with it either) I had to use search/find to actually locate the 11228....and I've already had two coffee drinks today. I'm worthless ! :)



#25
Rolo Kipp

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<silently raises...>

 

*face-palms*

 

<...his hand, too>