Make an exterior area. Make an interior area with the same name. It breaks the area in all kinds of ways, the area will now be useless... oops.

Make an exterior area. Make an interior area with the same name. It breaks the area in all kinds of ways, the area will now be useless... oops.

As my doctor would advise: then don't do that. ![]()
With proper care, you can use tiles in exteriors. Since they won't snap to the tile grid, I suggest manually entering their location coordinates.

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I have always wanted a seamless transition between indoor and outdoor areas in NWN1&2. Manually entering coordinates for tiles does not sound fun. I wonder if there is a way to increase the maximum area size... Computers are faster these days, so I think they could handle 64x64 exteriors.
I have always wanted a seamless transition between indoor and outdoor areas in NWN1&2. Manually entering coordinates for tiles does not sound fun. I wonder if there is a way to increase the maximum area size... Computers are faster these days, so I think they could handle 64x64 exteriors.
I'm pretty sure 32x32 is a hardcoded limit. Also the toolset has a hard limit around 3250 objects in an area, someone tested it once by putting groups of the same low poly object (Crossroads Keep building blogs, basically crate shape) until things crashed.
I need to continue trying to break things to see if it's possible to make the tiles snap to align, but I doubt it will be. Due to difficulty of assembling this, most likely this is only going to find use in special purpose areas meant to be highlights for players, where a builder is willing to go to that length to wow players. The other problem here is most tiles do not have textures applied to their "back", so builders would have to build around that.
Also I need to credit Hellfire-RWS for pointing me in the direction of getting tiles successfully into exteriors.
So ummm.... if you define a barrel as being a tile... and set up tiletexturing to include it... You can do this. I can't really think of any use for it, but you can do it.

Since you mentioned tiles not having "backs' to them, one could possibly align a building over their desired tiles and resize as necessary. I am unsure how tile ceilings would work in the exterior area, but it was just a thought.
Can't see the picture Kamal, the link stalls?
PJ
Computers are faster these days, so I think they could handle 64x64 exteriors.
you can't overcome engine limitations with modern hardware.
Can't see the picture Kamal, the link stalls?
PJ
Same here.
Barrels as tiles? Not much to see really. Barrels in blank space. Except they can have textures applied like you do to normal tiles.
Before people ask, yes I did try to turn on retexturing ala tilesets for regular placeable barrels. It looks like you have to alter the areas .git file, as that seems to control what's available in the properties tab. However making changes to the git (even just renaming things) didn't change anything in the properties tab.
With proper care, you can use tiles in exteriors. Since they won't snap to the tile grid, I suggest manually entering their location coordinates.
A thought occurs: if this technique is combined with the OM mode, it should be possible to (sort of) create an isometric viewpoint game. Having a fixed perspective would allow you better control over the graphical presentation.
Aha, here are the proof of concepts I made of a sidescroller
https://www.youtube....V5bt9luZ4hFSlCw
and a topdown "Gauntlet style"
https://www.youtube....V5bt9luZ4hFSlCw
In both cases this was done by locking the camera. The sidescroller also sets the walkmesh to be a line just wide enough for the player to walk on, restricting the players movement to back and forward. You might want to have little areas with some side to side movement to allow puzzles or merchants or bossfight or something.
I think the main reason I wouldn't use tiles directly is that there is no ceiling fade; all the bits would show up in the game. But there's no reason that the tiles couldn't be converted into module-specific placeables by just stripping out the tops.
I think the main reason I wouldn't use tiles directly is that there is no ceiling fade; all the bits would show up in the game. But there's no reason that the tiles couldn't be converted into module-specific placeables by just stripping out the tops.
Duplicate the tiles, rip out the roofs, and make it a custom tileset. That way you get the benefit of them automatically aligning. Turn them into placeables and you have to align them by hand.
I'm thinking it might be worth a try out with a small module. Going OM/fixed perspective gets rid of the nuisance of constantly fiddling with the camera, and probably speeds up area building too--in many cases you only need to build up one side of a structure. I've got a favorite old AD&D module in mind, but unfortunately I have way too many things on my plate for the moment. Perhaps at some point in the future....
Adding to my to-do list.
In pondering this a little more, a problem that I'd need to solve would be how to make hidden rooms remain hidden until the room is entered. Lance Botelle's FoW would certainly help in this regard, for hiding rooms on the map. But I think it would also need some scripting in combination with those impenetrable black cube placeables. Maybe one per tile.
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Tsongo, have you tried using Kaldor's mod that lets you turn the PC invisible? With that, you can zoom all the way in and see things in a first person view without the PC obstructing the view. I'm using it in this video.
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No problem. Hope what you're doing works out.
I was waiting until I had mostly finished the area...
https://www.youtube....V5bt9luZ4hFSlCw
https://www.youtube....V5bt9luZ4hFSlCw
https://www.youtube....V5bt9luZ4hFSlCw
https://www.youtube....V5bt9luZ4hFSlCw
custom content from callister lighting pack, witness crypt pit, rws tower, elysius misc, sdj oriental, and some things of my own.