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Combining Tilesets together


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#76
T0r0

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1.Those screenshots look great, and the fact that it will be seamless with forest is awesome.

 

2. Edge tile. Look at your edge.2da, find the line that has  "grass stream grass " on the same line. In the last column there is a mdl reference. This is the tile that will appear and repeat for that paticular combo.

 

3. As far as the set file, it depends on what your goals are. The following is my opinion only (Not because I think my project is any better than anyones, Only because I seem to be the only one still around adding to the rural and I'm not going anywhere ). Use my set file as a base , Pad it generously (1400 to be safe,, although I don't think I'll ever get that far) .Start your changes at tile 1400 (or 1500).. This will prevent future conflicts and make updating easier..  

(my tiles are raised so that is something else toconsider)

 

I prefer to merge set file manually using notepad++


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#77
Tonden_Ockay

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If using your .set file will make things easier then I can do that. Now that said I really don't know how to combine two .set files. Which was why I was asking if their was a program that would do it all for you ;)

 

 

Now I did raise all the tiles I'm using in my addon to match up with your T0r0_Rural_Expan. Those screenshots are using the addon I put together and your T0r0_Rural_Expan.

 

 

Oh I would also like to go on the record saying that I didn't create 99% of the textures, models, and what not that I used to make this addon/reskin. I just used other peoples lego's  :D and built something I have been wanting in NWN for years. Which is why I posted links to a lot of the peoples projects to give them credit. I really don't want to take any credit. I just want an area to look the way I would like it to so I can build the adventures I have always wanted to. Plus I like the idea of trying to bring new life to the standard tilesets.



#78
Tonden_Ockay

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Thanks " T0r0 " I was able to follow what you said about the Edge Tile and fix it so thanks a lot.

 

 

As for combining the .set files I'm still lost at the moment.



#79
Tonden_Ockay

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OK I have a Question

 

Lets say your using tile ttr01_o01_01 and its a tree with a rock on the tile.

 

Ok lets say I have a tile from a different tileset  a Pine Tree called zwf02_p06_01 and I would love to use this in the replace of your tile. What all would I need to do to make this happen?

 

Could I just change the name of the 2nd tile zwf02_p06_01 to the name of the first tile ttr01_o01_01 that I wish to replace. Then just add it to the hak and it just work or do I need to do more then just that?



#80
Tonden_Ockay

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If I was to do what I stated above would I need to change any information on the tile?

 

 

Example of information stored on the tile.

# Rewritten by CleanModels 3 Version 3.5.1 Sun Jul 28 19:29:59 2013
#MAXMODEL ASCII
newmodel ttr01_z05_01
  classification TILE
  setsupermodel ttr01_z05_01 NULL
  setanimationscale 1
#MAXGEOM ASCII
beginmodelgeom ttr01_z05_01
node dummy ttr01_z05_01
  parent NULL
  #part-number 0
endnode
node trimesh line1490
  parent ttr01_z05_01
  #part-number 2
  position -1.02 -1.04 5
  ambient 1 1 1
  diffuse 1 1 1
  specular 0 0 0
  shininess 1
  shadow 0
  beaming 0
  render 1
  transparencyhint 0
  bitmap ttr01_watcliff
  rotatetexture 0
  orientation 0 0 0 0
  alpha 1
  scale 1
  selfillumcolor 0 0 0
  verts 24
    -3.98 -0.96 -3.4
    -2.27 -0.69 -3.4
    -1.99 0 -3
    -3.98 0.04 -3
    -0.91 -0.87 -3.4
    -0.93 -0.26 -2.65
    0.53 -0.48 -3.4
    0.97 -0.21 -2.52
    1.99 -0.7 -3.4
    2.71 -0.12 -2.76
    4.34 -1 -3.4
    4.19 0.23 -3
    6.02 -0.96 -3.4
    6.02 0.04 -3
    -1.89 0.86 -1
    -3.98 1.34 -1
    -0.67 0.94 -1
    1.34 1.38 -1
    3 1.34 -1
    4.18 1.62 -1
    6.02 1.34 -1
    -3.98 -3.96 -3.4
    1.02 -3.96 -3.4
    6.02 -3.96 -3.4
  faces 32
    0 1 2 1 0 1 2 3
    0 2 3 1 0 2 0 3
    1 4 5 1 1 3 4 3
    1 5 2 1 1 4 2 3
    5 6 7 1 4 5 6 3
    4 6 5 1 3 5 4 3
    6 8 9 1 5 7 8 3
    6 9 7 1 5 8 6 3
    8 10 11 1 7 9 10 3
    8 11 9 1 7 10 8 3
    10 12 13 1 9 11 11 3
    10 13 11 1 9 11 10 3
    3 2 14 1 0 2 12 3
    3 14 15 1 0 12 13 3
    2 5 14 1 2 4 12 3
    5 16 14 1 4 14 12 3
    16 7 17 1 14 6 15 3
    5 7 16 1 4 6 14 3
    7 9 18 1 6 8 16 3
    7 18 17 1 6 16 15 3
    9 11 19 1 8 10 17 3
    9 19 18 1 8 17 16 3
    11 13 20 1 10 11 18 3
    11 20 19 1 10 18 17 3
    1 0 21 1 1 0 0 3
    4 1 21 1 3 1 0 3
    22 4 21 1 19 3 0 3
    8 6 22 1 7 5 19 3
    10 8 22 1 9 7 19 3
    12 10 23 1 11 9 11 3
    10 22 23 1 9 19 11 3
    6 4 22 1 5 3 19 3
  tverts 20
    0.998047 0.0507813 0
    0.65625 0.0507813 0
    0.601563 0.0507813 0
    0.386719 0.0507813 0
    0.388672 0.0507813 0
    0.0976563 0.0507813 0
    0.00976563 0.0507813 0
    -0.193359 0.0507813 0
    -0.337891 0.0507813 0
    -0.662109 0.0507813 0
    -0.634766 0.0507813 0
    -0.998047 0.0507813 0
    0.580078 0.662109 0
    0.998047 0.662109 0
    0.337891 0.662109 0
    -0.0644531 0.662109 0
    -0.396484 0.662109 0
    -0.632813 0.662109 0
    -0.998047 0.662109 0
    0 0.0507813 0
endnode
node trimesh plane704
  parent ttr01_z05_01
  #part-number 5
  position 0 0 5
  diffuse 1 1 1
  ambient 1 1 1
  specular 0 0 0
  shininess 1
  shadow 0
  beaming 0
  render 1
  transparencyhint 0
  bitmap ttr01_grass02
  rotatetexture 1
  orientation 0 0 0 0
  alpha 1
  scale 1
  selfillumcolor 0 0 0
  verts 17
    3.16 0.28 0
    5 0 0
    2.5 2.5 0
    5 2.5 0
    2.5 5 0
    5 5 0
    1.98 0 0
    0 2.5 0
    0 5 0
    -2.01 -0.43 0
    0 0 0
    -2.5 2.5 0
    -2.5 5 0
    -5 0 0
    -3.23 -0.52 0
    -5 2.5 0
    -5 5 0
  faces 18
    0 1 2 1 0 1 2 1
    3 2 1 1 3 2 1 1
    2 3 4 1 2 3 4 1
    5 4 3 1 5 4 3 1
    6 0 2 1 6 0 2 1
    2 7 6 1 2 7 6 1
    7 2 8 1 7 2 8 1
    4 8 2 1 4 8 2 1
    9 10 7 1 9 10 7 1
    7 11 9 1 7 11 9 1
    11 7 12 1 11 7 12 1
    8 12 7 1 8 12 7 1
    13 14 15 1 13 14 15 1
    11 15 14 1 11 15 14 1
    15 11 16 1 15 11 16 1
    12 16 11 1 12 16 11 1
    10 6 7 1 10 6 7 1
    14 9 11 1 14 9 11 1
  tverts 17
    1.13281 0.554688 0
    1.5 0.5 0
    1 1 0
    1.5 1 0
    1 1.5 0
    1.5 1.5 0
    0.896484 0.5 0
    0.5 1 0
    0.5 1.5 0
    0.0976563 0.414063 0
    0.5 0.5 0
    0 1 0
    0 1.5 0
    -0.5 0.5 0
    -0.146484 0.396484 0
    -0.5 1 0
    -0.5 1.5 0
endnode
node trimesh mesh1798
  parent ttr01_z05_01
  #part-number 1
  position 0 0 7.54
  ambient 1 1 1
  diffuse 1 1 1
  specular 0 0 0
  shininess 1
  shadow 1
  beaming 0
  render 1
  transparencyhint 0
  bitmap ttr01_watcliff
  rotatetexture 0
  orientation 0 0 0 0
  verts 14
    -5 0.3 -3.54
    -2.91 -0.18 -3.54
    -3.23 -0.52 -2.54
    -5 0 -2.54
    -1.69 -0.1 -3.54
    -2.01 -0.43 -2.54
    0.32 0.34 -3.54
    0 0 -2.54
    1.98 0.3 -3.54
    1.98 0 -2.54
    3.16 0.58 -3.54
    3.16 0.28 -2.54
    5 0.3 -3.54
    5 0 -2.54
  faces 12
    0 1 2 1 0 1 2 3
    0 2 3 1 0 2 3 3
    1 4 5 1 1 4 5 3
    1 5 2 1 1 5 2 3
    5 6 7 1 5 6 7 3
    4 6 5 1 4 6 5 3
    6 8 9 1 6 8 9 3
    6 9 7 1 6 9 7 3
    8 10 11 1 8 10 11 3
    8 11 9 1 8 11 9 3
    10 12 13 1 10 12 13 3
    10 13 11 1 10 13 11 3
  tverts 14
    0.998047 0.662109 0
    0.580078 0.662109 0
    0.646484 1 0
    0.998047 1 0
    0.337891 0.662109 0
    0.402344 1 0
    -0.0644531 0.662109 0
    0 1 0
    -0.396484 0.662109 0
    -0.396484 1 0
    -0.632813 0.662109 0
    -0.632813 1 0
    -0.998047 0.662109 0
    -0.998047 1 0
endnode
node trimesh line1489
  parent ttr01_z05_01
  #part-number 3
  position -1.42 -1.23 5
  diffuse 1 1 1
  ambient 1 1 1
  specular 0 0 0
  shininess 1
  shadow 0
  beaming 0
  render 1
  transparencyhint 1
  bitmap ttr01_grassrim01
  rotatetexture 0
  orientation 0 0 0 0
  alpha 1
  scale 1
  selfillumcolor 0 0 0
  verts 14
    -1.81 0.71 0
    -3.58 1.23 0
    -1.85 0.25 0
    -3.58 0.73 0
    -0.59 0.8 0
    -0.51 0.32 0
    1.42 1.23 0
    1.48 0.75 0
    3.4 1.23 0
    3.48 0.76 0
    4.58 1.51 0
    4.7 1.05 0
    6.42 1.23 0
    6.42 0.73 0
  faces 12
    0 1 2 1 0 1 2 3
    2 1 3 1 2 1 3 3
    4 0 5 1 4 0 5 3
    5 0 2 1 5 0 2 3
    6 4 7 1 6 4 7 3
    7 4 5 1 7 4 5 3
    8 6 9 1 8 6 9 3
    9 6 7 1 9 6 7 3
    10 8 11 1 10 8 11 3
    11 8 9 1 11 8 9 3
    12 10 13 1 12 10 13 3
    13 10 11 1 13 10 11 3
  tverts 14
    1.9375 0.0507813 0
    2.99609 0.0507813 0
    1.9375 0.449219 0
    2.99609 0.449219 0
    1.20508 0.0507813 0
    1.20313 0.449219 0
    0 0.0507813 0
    -0.00195313 0.449219 0
    -1.1875 0.0507813 0
    -1.18555 0.449219 0
    -1.89648 0.0507813 0
    -1.89453 0.449219 0
    -2.99609 0.0507813 0
    -2.99609 0.449219 0
endnode
node dummy ttr01_z05_01a
  parent ttr01_z05_01
  position 0 0 0
  wirecolor 1 0 0
  orientation 0 0 0 0
endnode
node trimesh plane705
  parent ttr01_z05_01a
  #part-number 4
  position 1.5 -1.5 4
  diffuse 1 1 1
  ambient 1 1 1
  specular 0 0 0
  shininess 1
  shadow 0
  beaming 0
  render 1
  transparencyhint 1
  bitmap ttr01_water01
  rotatetexture 1
  orientation 0 0 0 0
  alpha 1
  scale 1
  selfillumcolor 0 0 0
  verts 4
    -6.5 -3.5 0
    3.5 -3.5 0
    -6.5 3.5 0
    3.5 3.5 0
  faces 2
    0 1 2 1 0 1 2 1
    3 2 1 1 3 2 1 1
  tverts 4
    -1 2 0
    -1 -1 0
    1.09961 2 0
    1.09961 -1 0
endnode
endmodelgeom ttr01_z05_01
donemodel ttr01_z05_01



#81
Tonden_Ockay

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I tried just adding this to the .set file

[TILE824]
Model=ttf01_o01_01
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mi_ttf01_o01_01

Along with the tile.mdl and .wok files, but it wouldn't show up in the toolset. What am I missing, what else do I need to do?



#82
Bannor Bloodfist

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Ok, 3 messages up you are asking about a given tileset that is using rocks in the edge tiles... you would have to edit the tilesetxxxedge.2da and adjust that to point to different tiles for the edge(s).  Truly not worth effort, but it is possible.

 

2 messages up, you asked if there is anything to merge tilesets... basic answer is no, there is no single program that will accomplish  The Seteditorb080 will help with that, but as mentioned many posts back, it will completely trash any tileset that is using any features of a tileset past the 1.69 patch so it is very dangerous to use the seteditor to edit or create .set files.

 

last message, asking about adding toro's tile to your set, YES, just add the entries into your set file.  Tile number doesn't matter as in they don't have to match between the various tilesets, but the NAME does matter. so, unless you want to copy and rename the tiles in question, just add their names into your .SET file.


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#83
Tonden_Ockay

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Thanks " Bannor Bloodfist " I got the edge tiles with the rocks fixed

 

I'm trying to see if I can manually do the work needed to the .set files. I added the following to the .set file

 

[TILE2000]
Model=ztf01_p02_01
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mztf01_p02_01

[TILE2001]
Model=ztf01_p01_01
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mztf01_p01_01

[TILE2002]
Model=ttf01_p13_01
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mitf01_p13_01

[TILE2003]
Model=ztf01_o02_01
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mztf01_o02_01

[TILE2004]
Model=ztf01_o30_09
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mztf01_o30_09

[TILE2005]
Model=ztf01_o30_08
WalkMesh=msb01
TopLeft=Forest
TopLeftHeight=0
TopRight=Forest
TopRightHeight=0
BottomLeft=Forest
BottomLeftHeight=0
BottomRight=Forest
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
ImageMap2D=mztf01_o30_08

 

 
 
 
The hak has all these tiles in it, but even though I added those to the .set file the tiles aren't showing up in the toolset. I have tried rotating through the tiles and I can't get them to show up in the rotation. So there must be something else I need to do, but I have know idea what.


#84
Tonden_Ockay

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OK I found this on the Vault

 

 

Part 3: Getting It Into the Toolset (and the Game)

  • Extracting Files with NWN Viewer
  • Edit the .SET File
  • Edit the .ITP File
  • Testing the Files

 

I guess I need to learn about .ITP Files. I think this is the step I'm missing when trying to add tiles to a tileset hak.



#85
Tonden_Ockay

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How do you add another itp file to a hak? Do you have to do something in the .set file when adding another .itp files? I'm asking because I seen one hak have 2 itp files and another have one. 



#86
Tonden_Ockay

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Ok what program do I need to use to open, read, and make changes to a .itp file?



#87
Quevy

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Set-editor also saves the file, otherwise GFFEditor


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#88
thirdmouse

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I used to use this, but I think some other people use a tlkeditor. I'm not sure which one, maybe tlkedit... 

 

These tutorials may be helpful: Editing ITP File or http://neverwinterva...leset-tutorial 


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#89
Tonden_Ockay

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Thanks " Quevy " and " Thirdmouse " I will look into these.



#90
Bannor Bloodfist

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Ok, you are certainly bouncing from topic to topic, so it is making it difficult to track.

 

for your question about the tiles not showing up, you will notice that EVERY tile has a section similar to this:

TopLeft=Forest
TopLeftHeight=0

TopRight=Forest

TopRightHeight=0

 

etc... for all top and bottom corners of each tile.

 

Those lines are referring to the terrain type of the tile(s) they will paint next to.  They will ONLY pain when all four corners match their individual description.  So, in this case, for the first tile, you MUST have a section of ground that has Forest tiles in a 3x3 grid to get that particular tile to paint.

 

Below those you will have:

Top=
Right=
Bottom=
Left=

 

Those are for crossers... say fences, streams etc.  If they are blank, then the tiles next to your new tile must also not have a crosser in that location.  So a tile to the right may NOT have a road connecting to it's left edge, a tile on the TOP may NOT have a road on the bottom edge etc...

 

so basically you have to match terrains AND crossers for any tile to paint. 

 

If a tile-set is completely setup correctly, the engine can auto-select matching tiles and paint them for you providing the matching terrains and tiles exist. 

 

Now if you mean that you can not choose a given tile from the menus on the right, those are controlled by the 2 different itp files.  You only require 2 itp files if you have changed the base layout.

 

IE, base for tiles is:

 

Features

Groups

Terrains

 

Where features has a single column of single tiles

groups has a list of various groups of 1x2, 2x2, 3x3 etc groups

and Terrains has all your base terrains like grass, forest, water, etc AND your various crossers like roads and streams.

 

If you want to change that list, IE add something other than Features, say call it "My Forest Features" and have a separate section might be "My Grass Features" etc, then you would have to generate a 2nd itp file to handle that. 

 

Typically, the main ITP file that you edit is called "tilesetpalstd.itp" and if you have created extra headings, you would also have a "tilesetpal.itp

 

Basically the tilesetpalSTD.ITP is the one that has the most entries as it lists everything, all features, groups, terrains, crossers etc.

 

Changes to the standard pallette are handled in the tilesetpal.itp.  If you look at sizes, you can easily see that the palSTD file is almost always larger as it has more entries in it.

 

I normally just use TLKedit.exe, but I don't have a link for it, sorry.  That one has always served me very well in editing the various talk tables AND pallette files as needed.  Note that since the pallette files, the ITP do utilize the actual tlk table file, you will end up learning a bit about that talk table as well.  Of course the tlk table is just a basic 2ds type file where it lists a number and the associated line of text.  The Pallette files related to the line number in the tlk table to grab the name to display, ie, say "forest" is line number 239 then the entry in the itp will reference that line number. (note, that is NOT the correct number, I am just using it for an example)

 

 

NOTE:  One thing I would double check, you say you added the new tiles... I assume you also adjusted the total tile count near the top of the .SET file?  If that is not correct, IE if you added 2 tiles and now have 102 total tiles in the hak, but the .SET file still says it only has 100 tiles, then your new tiles will also not work, AND you may have problems with getting the groups to work as well.  Same goes for groups, if you add new groups, you MUST edit the group count in the .SET file also.  This is a very easy mistake to miss when adding stuff to a tile-set.