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Combining Tilesets together


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#1
Tonden_Ockay

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Hi all

 

I'm working with a few different tilesets that pull from one another and I would love to make them all one tileset.

 

2ms11zc.jpg

 

 

The Screenshots are of the standard rural tileset with CEP's overrides, NWNCQ Hak, and another tileset that we will just call X for now.

 

Tileset X is also an override hak for the standard tileset that pulls a few tiles and textures from other tilesets Wild Woods is one that I know of for sure.

 

I have also made a few texture changes to NWNCQ grass and did away with that bright neon green grass/ground.

 

I know it sounds like a mess LOL but I really like the way its looking.

 

 

I'm going to look into trying to find out how to gather all the tiles, textures, and what not that makes up this tileset and see if I could bring them all together in just one easy to use hak/override. 

 

 

Edit: Having it set up as a Hak addon/override might be best because I then could make different copies of it for different tilesets right?


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#2
Tonden_Ockay

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Ok tileset X and NWNCQ both are addons/overrides for the standard rural tileset. I have Tileset X set above NWNCQ so that X is the main while NWNCQ is just filling in. So if I want to combine the two haks into one all I would need to do is

 

Export all of Tileset X files into a folder

Open NWNCQ and import all of Tileset X files and override all the ones that are named the same.

 

Is this right?

 

Oh wait I would also need to combine the .set files as well right?



#3
T0r0

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Yep.. 

 Take your base set file.. If your base set file is still a work in progress, consider padding couple hundred(500) tileset entries [TILE1]. 

Depending on the tiles you're adding, make sure terrains and crossers match. If any of the added tiles are features or groups, you'll also need to edit the itp file.

There are some specific thing you really need to be wary of. Numbering, exact naming, minimaps, doors (if any). the set file is very intolerant of mistakes IMO.

 

That's just the editing of the set file itself. Ideally, the mdl files will also require tweaking. This will include making any necessary height changes, ensuring consistent textures with the added content, checking shadows, and making sure the walkmesh has no errors and represents the terrain accurately. 



#4
Tonden_Ockay

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I take it that there isn't some tool where I could just drop .set A into a folder and .set B into a folder then hit combine and BAM the .set file is done. LOL  :D



#5
Tonden_Ockay

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Ok I guess NWNCQ doesn't have a .set file so it should really be easy to combine it with another hak right? 



#6
Tonden_Ockay

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So I take it that the .set file is what keeps a lot of people from combining tilesets? I mean going page by page could take hours, while the rest looks like it should be easy.



#7
T0r0

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No set file in nwncq ? that would surprise me...

 

**quick look and saw a ttr  ttf and tin **



#8
Tonden_Ockay

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I downloaded all 6 files from NWNCQ on the Vault and I can't seem to find a .set file in them. I have found it in a lot of other haks that I have on my computer but I'm not finding one in the NWNCQ files I downloaded today. So if there is I can't find it in the overrides or the hak files.



#9
Tonden_Ockay

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Ok I have combined a few of the Haks so far. However I have come up with the following problem.

 

 

 

2m3iepz.jpg

 

 

How do I go about finding the name of what is missing so I can go digging in other haks to find it?



#10
T0r0

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There's a few ways. Easiest for 1 tile...

Open mdl in notepad, search for bitmap. Make sure you have any that are not stock in your hak or your override (For testing purposes)

#11
Tonden_Ockay

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Thanks a lot for the insight T0r0 I was able to find it by following your directions.  ;)



#12
Tonden_Ockay

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Ok I have a question. I know I know I'm full of questions :)

 

Any way here we go. To keep things simple lets say I'm using Complete Rural City tileset and I would like to have Neverwinternights Facelift rural hak's textures to work for CRC. How would I go about doing this?

 

 

Edited to add links



#13
Zwerkules

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Ok I have a question. I know I know I'm full of questions :)
 
Any way here we go. To keep things simple lets say I'm using Complete Rural City tileset and I would like to have Neverwinternights Facelift rural hak's textures to work for CRC. How would I go about doing this?
 
 
Edited to add links


Copy everything but the ttr.set file from biorural.hak into the CRC hak. Then edit the ttr.set file in the CRC hak and replace the [Grass] section with that of the set file from biorural.hak if you want to use the same grass. That will take care of all the rural tiles in CRC. That way you'll also get all the fixes for low camera angles that I'm pretty sure CRC doesn't have.
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#14
Tonden_Ockay

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Thanks a lot Zwerkules you rock.



#15
Tonden_Ockay

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So far I can't seem to figure out how to get the other grass to show like you were talking about. :(



#16
Tonden_Ockay

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Here is what I have so far for the standard rural tileset

 

10fb11l.jpg

 

 

There are no placeables, its all just part of the tiles and or retextures. 

 

 

Edit: I know some people may like clean slates so they can use placeables to make the area look the way they want, but this is what I want out of a tileset. I love having a area look great without placeables. So I'm really loving the looks of this so far and I have all of you to thank for this. All of you have really help be learn everything I know to get me to this point. So thanks to all of you how have helped me and thanks to everyone who made all the haks and overrides I used to make this.

 

Haks used when making this was Facelift Biorural, NWNCX, Llyra - Optional Content, The Vast haks (vs_rural and vs_T0r0_rural). So I would think T0r0's work has a hand in it as well. There may be more people who did work on what I used as well.


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#17
Tonden_Ockay

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Here is a few screenshots without all the flowers and what not.

 

 

osbqyf.jpg

 

 

With Grass

 

11s1i4x.jpg


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#18
Bannor Bloodfist

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It still amazes me how much we can all accomplish with such an old engine.

 

Yes, it takes a huge amount of work to combine tile-sets, And to make them variable enough so that they don't look stale every time you create an area with that given tile-set.  You have accomplished quite a bit, and of course, the more time you spend with it all, the more you will learn and the better things will eventually turn out. 

 

My biggest complaint has always been the load times.  Yes, Aurora can be forced to make things look almost realistic, but the processing load gets so darned bad that you end up with diminishing returns for all the work that is required.

 

Anyway, things are looking good.  I hope you don't lose your enthusiasm with working with tile-sets, so when things start to get annoying or you start getting frustrated, just remember to take a break for a bit, and go back with more enthusiasm after the break....


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#19
Jedijax

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I like it much better without the flower alphas. Looks a lot like mine.


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#20
Tonden_Ockay

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Jedijax the nice thing is that it has both tiles, only a few tiles has the flowers on them, most of the tiles don't. So if you want to create a flowery ravine or meadow you can without having to use placeables.


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#21
meaglyn

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I think that came out pretty nice, Tonden. Good stuff.



#22
Tonden_Ockay

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I'm looking into making the yellow and blue flowers more of a reskin hax that can be used in the patch folder.



#23
Tonden_Ockay

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How can I find out what tiles are missing?

 

 

wio5fn.jpg

 

 

At first I thought it was just a texture but I looked through all the models and all of them showed a ground texture. So I'm guessing I'm missing the tiles all together. But I'm unsure how to go about finding out what tiles I'm missing.



#24
cervantes35

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In the toolset with nothing selected hover your mouse over the tile that's missing in the lower left hand corner you will see the coordinates of your mouse as well as the tile number.



#25
Tonden_Ockay

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Thanks a lot Cervantes35 I was able to find all the missing tiles thanks to you.

 

 

Now the only thing that seems to be still missing is a texture " trm01_thicket01 ". For some reason I haven't been about to find this one texture so far.