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Combining Tilesets together


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#51
Bannor Bloodfist

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Every time I try to raise a group of tiles using CM3 the tiles become unwalkable why is this?

You must have checked some other box in the various options for CM3.  It is a VERY powerful tool or set of tools and remembers everything you set.  So, if you use it once to make a change, it remembers that setting the next time you run it and makes that change again.

 

There are options to change the wok face type, likely that is what is messing you up.  Be sure those are all disabled.  I would also recommend that you go back to the first step where you attempted to make changes, IE reload from the beginning the various tiles you are working with, don't attempt to fix what is currently broken, just go back to the previous stage on those tiles and start again to adjust the base height.  It is setup to move them upwards or downwards by 1 meter increments.  Most times you will have to adjust them to raise or lower by 5 meters.  Do that in ONE step, not multiple passes of raising by 1 and then raising again.

 

I know, sounds like I am preaching, and that is NOT my intent.  Just attempting to make sure that you are actually paying CLOSE attention to the various options and re-set them to whatever you need them to do each time you run CM3.  CM3 has sooo many options that you can very easily get confused or make choices you don't intend, so take it one step at a time and revert back to original settings before you decide to make changes to what CM3 is going to do for you.

 

The best way to raise a tile, well maybe I should say the easiest way, is to use CM3.  There are also scripts that can be run from withing gMax or 3dsmax that will also allow you to raise/lower objects.  Those scripts take a bit more attention to details to use correctly, but they will work.  There is also manual ways to attempt to raise a tile, but doing it that way leaves soooooo many ways to screw things up that it truly is not even worth discussing.  Veltools for gmax has a script under one of the many menus that will allow you to raise/lower OR there is an extra script that can be run in the list of extra tools at the bottom of the main veltools menu.  You have to be very careful what object you have selected, and that object should be the tile base, not anything else, then it will raise/lower the children of the base (which means everything else in the tile) and off you go.  That set of scripts can be useful for moving objects up and down while you are creating a tile, but can also destroy things if you have the wrong object selected.  CM3 on the other hand does all that background work for you.  You just tell it to raise the tile and it does all the correct linking and mathematics involved to ge all the objects raised correctly.

 

For single groups or individual tiles, CM3 is the easiest way to do it, and it can also be used to raise an entire set.  What it can not do is determine if only some tiles need to be raised.  So, you have to manually choose what tiles you are working with.


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#52
Tonden_Ockay

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I found out my problem but I don't know if it can be fixed. 

 

I have 6 tiles I took from NWNCQ that isn't flat. They have some little hills/bumps on the tiles and every time I use CM3 to raise these 6 tiles they become unwalkable.

 

That said all the flat tiles I raise using CM3 work fine. Is there a way to raise these 6 tiles so I can walk on them?



#53
Tonden_Ockay

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Question:  Should I be using CM3 on the .mdl and the .wok?

 

I'm asking because I have only been using CM3 on the .mdl files only. It then makes new .wok files for the raised .mdl version files.



#54
Zwerkules

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The woks are rewritten automatically.


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#55
Tonden_Ockay

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Ok so I'm doing it right then, I made a " IN " folder and an " OUT " fold. Then I have been only putting the .mdl files into the IN folder and once CM3 is done I have been getting the new .mdl and .wok files from the OUT folder.

 

But for some reason the tiles that are hilly/uneven (which came from NWNCQ Rural tiles) become unwalkable or 90% unwalkable like the pathing is all screwed up so you can't walk of the uneven ground part of the tile.



#56
Tonden_Ockay

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Ya I just tried redoing it a few more different time but no matter those 6 tiles works before I raise them, but after they are raise they have really bad pathing problems making them mostly unwalkable.



#57
T0r0

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Pathing problems and walkmesh problems are separate issues. If all options are disabled in CM3 except for the raise, and said tiles work perfectly BEFORE you raised it, then you need to investigate further. Again, (modelling program to the rescue) you need to look at the meshes before and after the raise to see whats wonky.

 

That being said, I've never had cm3 mess up a walkmesh.

 

IIRC there used to be a nifty lil walkmesh/mdl viewer that actually let you change the walkface type. I used it when I first started to mod. I don't recall the name (( wokreader ??)). I quickly outgrew it but it's a start. Maybe someone can find an old link to it if they recall what I'm referring to.. Anyway it might be useful.


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#58
Tonden_Ockay

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No I didn't raise the ground

 

NWNCQ rural has some tiles that are bumpy/hilly/uneven so that the ground just doesn't look perfectly flat. They work fine before I run them through CM3, however after I do then they have pathing problems with just those tiles. 



#59
Tonden_Ockay

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Here is what CM3 looks like when I run the tiles

 

 

 

 

2sblkav.jpg

 

 

 

 

 

Once I installed this the only things I changed was the in and out directory's and the Raise/Lover part. All the other stuff I left the way it was.

 

 

Edit: Should I have changed some of the other things or not?



#60
Zwerkules

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Don't activate "repair aabb overhangs" for Bioware tilesets unless you plan to repair each and every tile there is for them and possible expansions of them.


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#61
Tonden_Ockay

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So other then that all the setting are fine?



#62
Tonden_Ockay

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I tried it that way and it still didn't work with those 6 tiles. I love the way these tiles look but man this sucks trying to raise them.



#63
Zwerkules

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Check the CM3 log files for those tiles and see what they say. Even some of the Bioware tiles have overlapping faces and such which only cause minor issues or none in game, but can totally mess up a walkmesh if a program like CM3 tries to fix them or NWmax tries to export them (creating an aabb split problem for example). This is not CM3's or NWmax's fault, it's the models themselves that should have been done a bit more thoroughly.


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#64
Tonden_Ockay

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Thanks so much for all the help.

 

However after hours and hours of trying all kinds of things I found out that another hak I was using had wok for those tiles in it which was causing the problem. Once I took the extra wok files for these 6 tiles out of the other hak I was using everything worked fine.

 

At some point I must have opened the wrong hak and put the wok files in it. 

 

Anyway you all were right as usual and the CM3 worked fine. It was me the operator screwed up at some point.

 

I just want to thank all of you for your time and help.



#65
Tonden_Ockay

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Man there is a lot and I mean a lot of time that goes into making these tilesets. Just the little small things I'm trying to do can take hours or days to get right, I can't even imagine the time it would take me to do the things some of you are doing.



#66
Tonden_Ockay

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How much work is it to add another tile to a tileset?

 

I'm looking at taking 2 or 3 tiles from one hak and renaming them something like ttr01_q07_01, ttr01_q08_01, and ttr01_q09_01. I don't see these tile names in the hak I'm using so I would need to find out how to add them in the .set file or where ever I would need to.

 

Would this work? If so what all would I need to do to get them to work in my hak?



#67
Quevy

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You must add the individual tiles to set file and edit the file itp.
You can do this with SetEditorB085.
Once you have done just import the tile and the two replacement files in hak.

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#68
Tonden_Ockay

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Ok I found the tiles in the .set file. Then I copied and pasted them in the .set file I wanted to add them to. Next I changed the tile number on them to fall in line with the other tiles for that .set file. Then I imported the mdl and wok files for the tiles. However they don't seem to be showing up. I don't know how to work with the itp file so I have no idea what to do with it or how to do it.



#69
Quevy

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I usually do it this way.
I open the file set and control the us of the tiles looking for a same configuration, it is very important that the sides and the streets of siao tiles of the same type of ground, otherwise the tiles will not be displayed if they are not necessary to do it again by hand. Rename with a free serial number next to the type of tile you want to use to have a certain order.
I create a copy of ugule tile and published the name and map name, save the changes.
If the tile has to be part of details or groups, you have to insert it into a new group from the third drop down.
Once everything and done, save the file set and itp files.
The program saves both, there are two entries saved in the bottom.