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Add a Tile from one Tileset to another.


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18 réponses à ce sujet

#1
Tonden_Ockay

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What all is needed to add a tile from one tileset to another?

 

For example, lets say I wanted to add a cave entrance door from tileset A to tileset B. What all would I need to get from tileset A and add/change in tileset B to make this work?  



#2
The Mad Poet

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A blender. Print the mdl file for the tile you want on paper, then print the set file for the tileset you want to add it to. Put both papers in the blender, add 1/2 cup of water (or milk if you prefer a creamier tileset), blend on high for 15 seconds, then pour into your USB slot. Slowly though. Takes time for the system to process even if you have multi-core.

 

 

 

 

 

 

 

Seriously though you gotta grab the necessary tiles, walkmeshes, and textures as well (unless you are changing them), rename them to be tileset appropriate and unique, and then start editing the set and I believe the tileset 2da file. I've only done it once so I can't remember the whole procedure exactly. I tried the blender first.


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#3
Tonden_Ockay

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Thanks Mad Poet

 

I prefer milk myself, its my drink of choice.

 

 

 

I was hoping I would only need one or two files. 

 

So I would need to copy over the...........

 

.Mdl

.wok

.dds

copy the part of the .set file for that tile.

and it should have a 2da file as well?

 

Man this sounds like a lot :)



#4
The Mad Poet

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Yeah, tilesets have a 2da. They're usually like "xxx_edge.2da", or something close to that, the X's being the tileset prefix. They're usually pretty small though. 30-70 lines-ish.

 

It's really not a terrible lot if you are just doing one or two tiles here and there. Merging full tilesets... well... I'm not that much of a masochist. 



#5
Pstemarie

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Everything you listed is correct except for the 2da file. The edge.2da is only used to define what appears beyond the area boundary. Edge tiles also have no walkmesh since they are inaccessible. 

 

Regardless of if the tile is a TERRAIN or GROUP you need to do the following:

  1. Copy over the MDL, WOK, and any associated textures (might be a combination of DDS or TGA). don't forget to grab the minimap image as well.
  2. Add the tile to the SET file. Make sure that the boundaries defined for the tile in the SET file actually correspond to TERRAIN defined in the SET file. Also index the line [TILES=???] by +1 in the SET file.

IF the tile is being added as a terrain, you are done.

 

If adding as a group then you'll need to define the [GROUP] in the SET file and add it to the tileset ITP file (???palstd.itp). Also index the line [GROUPS=???] by +1 in the SET file.

 

SET Editor 0.85 is an excellent tool that streamlines all of this work for you and makes the process almost fool proof. 

 

The NWN Toolbox has a ton of other useful tools as well.


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#6
The Mad Poet

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Yeah, see, I haven't mucked with tilesets too much. Mostly I just retexture them when necessary.

 

But this is good information to have in a list for the future, thanks Pstemarie.


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#7
Pstemarie

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I actually learned everything I know about tilesets from Bannor, Estelindis, and _Six. Este was the one who told me to take the SET file for the Microset and READ it while having the tileset open in the toolset. It becomes pretty apparent really quickly how everything goes together. I also had access to documentation from Bioware that I think might be available on the Vault.

 

[EDIT]

 

YES!!! It is still available - HERE. Don't see the SET file documentation I once had, but there is also a ton of useful material HERE as well.

 

[/EDIT]

 

[EDIT 2]

 

Found it - via the Wayback Machine. I've saved the tutorial as an HTML file and uploaded it to the Vault - HERE.

 

[/EDIT 2]


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#8
T0r0

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Well, he did say it's a cave entrance.So there might be one of the door 2da's.. Its been awhile for me so forgive me if memory doesn't serve.



#9
Pstemarie

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Well, he did say it's a cave entrance.So there might be one of the door 2da's.. Its been awhile for me so forgive me if memory doesn't serve.

 

Missed that...



#10
TheOneBlackRider

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The URL, Pstemarie got Velmars set explanation from (post #7), does have a few more TABs on the top with more information, eg. on how to edit the PALSTD.ITP-file, which is needed, if you add a new feature/group (= not a terrain) to your set (and info on doors).

 

Here is the link to the wayback-page:

http://web.archive.o...set_general.htm

 

P.S. Pstemarie, maybe you can add them to your post - http://neverwinterva...l/set-explained-, too, so they don't get lost?


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#11
CaveGnome

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Useful info here. The link on editing ITP files will be put for good use soon (Ha! Don't know how i missed this... Editing .itp info is scarce you know). Thanks to all thread contributors.



#12
Estelindis

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I've never found a good way to edit an .itp file as text (which I generally do with .set files).  There's so much non-Roman-character gobbledegook!  Thus, I always use Set Editor to generate .itp files anew.


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#13
ia.Pepper

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Edge tiles also have no walkmesh since they are inaccessible. 

 

 Something I'll never test, because I only really lurk around here anymore, not creating content, but what exactly would happen if you made the edge tiles have walkmesh? Is that even possible?  :huh: Wonder if the game would explode if you tried to leave the boundaries. Of course, another possibility is that NWN removes the walkmesh, but I find that somewhat hard to believe.



#14
Shadooow

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 Something I'll never test, because I only really lurk around here anymore, not creating content, but what exactly would happen if you made the edge tiles have walkmesh? Is that even possible?  :huh: Wonder if the game would explode if you tried to leave the boundaries. Of course, another possibility is that NWN removes the walkmesh, but I find that somewhat hard to believe.

Ive seen some edge tiles have walkmesh. Its just not functional.

 

However, big warning on tile lights. These on edge tile can result into crashing upon loading screen. I was solving exactly this issue with something in CPP.


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#15
CaveGnome

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I've never found a good way to edit an .itp file as text (which I generally do with .set files).  There's so much non-Roman-character gobbledegook!  Thus, I always use Set Editor to generate .itp files anew.

 

You are right Estelindis... I too think the only way to create/modify itp files is with a special itp editor. I never intended to speak about really editing the (compressed ?) resulting .itp file in my previous post... I was just clumsily talking about using the great info provided by others with the SetEditor. Apologies if someone believed i invented some special itp sauce of mine, but... no.


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#16
Estelindis

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I didn't think your post was misleading!  Just adding an observation of my own.  :)



#17
PLUSH HYENA of DOOM

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One little note which (apologies if I missed it) I haven't seen mentioned here. May not be relevant to what the original poster specifically wants to do...

 

Be sure the tile you are bringing into a set has the SAME ground height as the set.

Not all Tilesets have their base ground height at 0.0. The tno01 set, for example, is raised to a base height of 5.0. - presumably to accommodate the deep sea cliffs terrain.

 

If the ground height IS different, you will need to get the model and walkmesh into gmax or some such program and change the height to that of your target Tileset... I've been having A LOT of "fun" lining ground heights up in the Tilesets I'm making from KotOR's world geometry (increasingly with my own meshes stuck in amongst them to make it all match nicely).



#18
Bannor Bloodfist

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 Something I'll never test, because I only really lurk around here anymore, not creating content, but what exactly would happen if you made the edge tiles have walk-mesh? Is that even possible?  :huh: Wonder if the game would explode if you tried to leave the boundaries. Of course, another possibility is that NWN removes the walk-mesh, but I find that somewhat hard to believe.

 

As Pstemarie mentioned, the true game engine will never use a wok file for an edge, it does in fact, discard that section of the tile if someone has been so lazy as to just duplicate a tile, and rotate as necessary without removing the crap that the game can't correctly use anyway.  Tile lights are one of the possible issues with edge tiles, there are others, but I can't remember exactly, line by line what needs to be removed.  No ani-mesh / flexible stuff will get used, and having it in an edge tile can cause issues as well, but I can't remember exactly what the damage is that it causes... just something that should be removed as UN-necessary anyway.  IE an edge tile should have nothing that moves in it.  Textures that are animated such as tree leaves, should have the animation turned OFF in an edge tile etc....

 

Anyway, yeah, the game effectively removes the wok from an edge tile, having that "extra" file wasting space in your hak is just that, wasted space that is never even looked for by the game.  In fact, the physical .wok file is ONLY necessary on a server... and not needed at all for an edge tile as it is never even read...for local play, you can delete that .wok file anyway, as the game auto-rebuilds the wok in ram when it loads a tile. (It is a sort of 'hidden' section of the tile.... meaning it exists, but that extra file saved outside is NOT needed locally).  It only becomes necessary in a server as the server will override your local copy of the wok for a tile-set with the version it has stored in the .wok file... thus preventing you from editing the wok, to give yourself a free doorway into a building or a path through a wall etc...you local copy is overridden by the server version always.



#19
Zwerkules

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To summarize what others said before and add a few missing points:

What edge tiles should not have:

walkmeshes (no problem if there are some, but why add them if they are ignored anyway?)

tile lights (these HAVE to be removed because they can cause crashes)

source lights (never tried if they cause crashes, just don't use them on edge tiles)

shadows (might cause crashes, not sure, but standard edge tiles don't have shadows)

animeshes

animations (these will cause crashes, it's important to remove them)

nearly forgot the most important one, emitters (these are a sure way to crash the game)

 

What edge tiles can have:

tilefade

textures with procedural animations like water, lava, etc (but not linked to an animation node)

 

What I never tried on edge tiles:

other lights than main and source lights

 

Bannor said that you can't use "Textures that are animated such as tree leaves". Depending on what he means by this he could be wrong. If he means you can't have leaves linked to an animation node so their transparency works better, he's right, this doesn't work for edge tiles, but if he actually means that the textures have txi files so they'll be animated, like water, etc, he's wrong. You can have water, lava and so on on edge tiles, just don't link it to an animation node.