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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets


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21 réponses à ce sujet

#1
Thayan

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I was wondering if anyone in the CC community had made any fixes to the 2x2 and 1x1 round rooms in the Castle interior tileset ? The problem I have with them is you can 'see through' those round room walls if they are placed right next to another room in the area. While not as big of a problem to me, but still annoying, is the fact that in the Ruins tileset, the exterior tiles can all be seen through as well - so if you place any interior tiles next to them, or try to create an exterior 'room' using the exterior tiles, you can see right through the walls.

 

Or if someone can tell me how to fix this in their .set files, I can try mucking around with it myself.



#2
henesua

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i have not verified this, but i bet that this fix is in the WOK for each tile.

 

The material likely needs to be changed from norwalk to obscuring.



#3
Shadooow

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if you send me the area and tile name I can fix it



#4
Thayan

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That would be awesome Shadoow. Here is an example Castle Interior area illustrating the problem, for instance. Just load it into a module and and put the start location in the small room at the top of the area. Then test the module and open the only door in that small room. Once you do it, the the entire area gets revealed. It occurs because I put every single round 1x1 or 2x2 room right next to each other in it.

 

I'm not really good with figuring out tile names (I'm not much of a CC guy), but from what I can tell the problem tiles are:

 

1x1 Room Tiles -
tni02_r10_01
tni02_r11_01
tni02_r12_01
tni02_r13_01
tni02_r14_01
tni02_r15_01
tni02_r16_01
tni02_r17_01

2x2 Room Tiles -
tni02_r01_01
tni02_r01_04
tni02_r01_05
tni02_r01_06

tni02_r03_02 (Maybe? This should be the door transition tile I forgot to include in the example area)

tni02_r02_01 (Maybe? This should be the corridor transition tile I forgot to include in the example area)



#5
Shadooow

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here

 

will be included in next 1.72beta ofc


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#6
Thayan

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Wow - that was fast! I tested a couple rooms and it seems to be working now. Will try to get to all of them....eventually. Finally the round rooms actually have walls.

 

Thanks!



#7
Shadooow

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ruins here


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#8
Thayan

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Shadoow, I'm having some trouble with the Ruins fixes - I'll play with it more and try to give some more specifics later. In short though, the exterior corridors don't appear to be blocking visibility for what's next to them.

 

Also, in the castle tileset I tested everything and it looks like you may have missed one of the round 1x1 rooms that has stairs going both up and down (tni02_r15_01). In comparing the entry for that and the other room that has both stairs going up and down in the tni02.set, it looks like you need to remove VisibilityNode=A and the VisibilityOrientation=0 lines? I did that for TILE192 and it worked for me so that the room now has visibility blocked, but you may want to review and make that change as well for CPP - or please let me know if that's not the right way to fix this.



#9
Shadooow

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Shadoow, I'm having some trouble with the Ruins fixes - I'll play with it more and try to give some more specifics later. In short though, the exterior corridors don't appear to be blocking visibility for what's next to them.

Hmm, you didn't say what is problem there so I only checked the interior groups. As I see this tileset is even more messed up than I though... Try this.

 

 

Also, in the castle tileset I tested everything and it looks like you may have missed one of the round 1x1 rooms that has stairs going both up and down (tni02_r15_01). In comparing the entry for that and the other room that has both stairs going up and down in the tni02.set, it looks like you need to remove VisibilityNode=A and the VisibilityOrientation=0 lines? I did that for TILE192 and it worked for me so that the room now has visibility blocked, but you may want to review and make that change as well for CPP - or please let me know if that's not the right way to fix this.

Correct. Added it into my copy. If you find more tiles let me know, this was quick work based on the area you sent me.


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#10
henesua

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awesome to see this happening. Thanks, Shadoooow.



#11
Thayan

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So I exported an area from the Thay module that is a prime example of the problems I’ve had with the ruins tileset. It's in a test module, and my modifications to Shadoow's last tdr01.set file, both located here

Shadoow, after I modified your last tdr01.set with my changes (explained below) it now *seems* to be working to block visibility through exterior walls, corridors, and stairs. But I would definitely appreciate someone who knows what they’re doing taking a look at it to tell me if I fudged things up, or if it will work as a permanent fix.

 

If you just test load the module and start in the middle exterior room with the ruined garden, without trying the new tdr01.set file, you’ll see the problems I’m talking about with this tileset right away. Things like the exterior wall or corridor tiles don’t block visibility to adjacent tiles – whether they are exterior or interior tiles. For me, this tileset is a HUGE mess as far as walls that actual block visibility.

 

Also, after I played around with various starting locations in that module tonight, I found that even the Interior Stairs tiles (tdr01_o13_01, tdr01_p13_01) as well the Exterior Stairs tiles (tdr01_o43_01, tdr01_p43_01) do not block visibility. And that was even after removing the VisibilityNode and VisibilityOrientation lines for the exterior stairs tiles. But in comparing them to the stairs tiles in the original castle tileset .set file, the only other difference I noticed was changing this:

PathNode=L

Orientation=0

To this:

PathNode=N

Orientation=180

 

But I really don’t have a clue what those two changes are doing. :P Regardless, making those 2 line changes for the 4 stairs tiles in the Ruins tileset also worked to block visibility behind/around them.

 

 

For documentation purposes, these are the tiles in Shadoow’s last tdr01.set that I removed the VisibilityNode and VisibilityOrientation lines -

tdr01_a46_*

tdr01_a32_*

tdr01_f48_01

tdr01_f42_01

tdr01_g46_01

tdr01_f49_01

tdr01_c45_*

tdr01_a31_04

tdr01_a31_03

tdr01_a31_02

tdr01_o43_01

tdr01_p43_01



#12
Bannor Bloodfist

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Clean Models 3 by OMB, which can be found on the vault, has a feature that will globally change face types for you for any given number of tiles you wish.  Just turn all the other features off, set the option to replace type 7 (non-walk) with type 2 (obscuring) and let CM3 do it's thing.  I just typically copy whatever group of tiles I need to "fix" into a sub-folder, run cm3 on them, and copy them back to my working folder.  My personal preference for using that utility is that is also performs various other fixes as it goes, even when you turn off most of the extra features, there are somethings that it will still fix regardless.

 

CM3 gives a full log AND a summary, and the summary is a quick way to find tiles that may have other issues that may need attention...

 

Of course, all of this is moot if your intention is to not bother with that amount of work.



#13
Shadooow

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Clean Models 3 by OMB, which can be found on the vault, has a feature that will globally change face types for you for any given number of tiles you wish.  Just turn all the other features off, set the option to replace type 7 (non-walk) with type 2 (obscuring) and let CM3 do it's thing.  I just typically copy whatever group of tiles I need to "fix" into a sub-folder, run cm3 on them, and copy them back to my working folder.  My personal preference for using that utility is that is also performs various other fixes as it goes, even when you turn off most of the extra features, there are somethings that it will still fix regardless.

 

CM3 gives a full log AND a summary, and the summary is a quick way to find tiles that may have other issues that may need attention...

 

Of course, all of this is moot if your intention is to not bother with that amount of work.

the material is correct, what is wrong are the visibility and pathnodes, many tiles has extra A visibility node even if they are L T or I shaped, or have bad pathnode rotation

 

the visibilty issue in here is that the tiles will show up surrouding tiles on the minimap even behind walls, this is not the same problem as with Dwarven Halls tileset that Prolerc fixed



#14
Shadooow

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For documentation purposes, these are the tiles in Shadoow’s last tdr01.set that I removed the VisibilityNode and VisibilityOrientation lines -

tdr01_a46_*

tdr01_a32_*

tdr01_f48_01

tdr01_f42_01

tdr01_g46_01

tdr01_f49_01

tdr01_c45_*

tdr01_a31_04

tdr01_a31_03

tdr01_a31_02

tdr01_o43_01

tdr01_p43_01

new fix

 

all those tiles had incorrect visibility or door node indeed, but few of them had even wrong path node (nterior/exterior stairs), I found more wrong tiles, in fact I searched for all tiles with visibilitynode=A, and compared in nwnexplorer to see whether is that node correct or not - this should fix it all, unless those tiles had also bad pathnodes too

 

If you find one more visibility issue send me the tile name or area.


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#15
Thayan

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In my testing today with your last tdr.set file it seems all the visibility issues are fixed - at least in that sample area I provided. If I run across any more, I'll let you know. Thanks for all your help on this Shadooow. And I learned a little too!


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#16
Shadooow

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note CPP contains a huge ammount of similar fixes, visibility issues, pathfinding issues, visible polygon gaps, edge fixes and also some walkmesh fixes (mostly the fix the "up in the air" issues)

 

Although till now there was maybe 10 tiles fixed for visibility, the ammount of the problematic tiles in ruins and TNI02 really suprised me and mainly that I never noticed it. Not much time and mood to play anymore...


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#17
Grymlorde

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note CPP contains a huge ammount of similar fixes, visibility issues, pathfinding issues, visible polygon gaps, edge fixes and also some walkmesh fixes (mostly the fix the "up in the air" issues)

 

Although till now there was maybe 10 tiles fixed for visibility, the ammount of the problematic tiles in ruins and TNI02 really suprised me and mainly that I never noticed it. Not much time and mood to play anymore...

 

It would be great if you would release those fixes as a standalone hak for those of us who'd rather not install all of the CPP. Thanks!


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#18
Shadooow

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It would be great if you would release those fixes as a standalone hak for those of us who'd rather not install all of the CPP. Thanks!

why, you had some issue with CPP?

 

It would be actually great if peoples would actually try to use it, unfortunately most builders first thought is "how do I take the stuff from this CC without having to use that CC". Well the answer is easy. Download it, install it, rip the files you want using nwnexplorer or bifexporter and repack them as you want. Due to the mentality of this community I was fored to remove the restriction on the content I added there initially so doing this is no longer against the CPP permissions (althought its definitely against my wishes... but who cares) and you can post it standalone in any form. But no I won't do that myself to make it easy for you.

 

Although, tileset fixes are available standalone as a "builders resource" for CC creators on the main CPP page. This doesn't contain the extra fixes from 1.72 development though.


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#19
Grymlorde

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Thanks for the 1.71 tileset fix. I appreciate all the work you've done in fixing the core tilesets.

 

The reason I don't install the CPP is the same reason I don't install anything with a lot of scripting, namely I want to understand what the scripts are doing so that if something breaks in the module, I can fix it. I'm still a novice scripter so that rules out most of the scripting packages out there. Consequently, the majority of the custom content I use are models and textures. Using CPP in its entirety is too big a commitment for me to make at this time.



#20
Shadooow

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Thanks for the 1.71 tileset fix. I appreciate all the work you've done in fixing the core tilesets.

 

The reason I don't install the CPP is the same reason I don't install anything with a lot of scripting, namely I want to understand what the scripts are doing so that if something breaks in the module, I can fix it. I'm still a novice scripter so that rules out most of the scripting packages out there. Consequently, the majority of the custom content I use are models and textures. Using CPP in its entirety is too big a commitment for me to make at this time.

Well if you run into some issue caused by CPP script, and those sometimes happens under rare circumstances, you can write into CPP forum or just PM me, Im now around and Im happy to help anyone trying to integrate CPP into their module.

 

Since its so easy to uninstall it, you can just try it, find out if it causes some issues, and if it does then uninstall it. It fixes so many vanilla issues that one or two issues that might happen after installing (and which are usually caused because builder didn't also merged 2das) weren't reason to uninstall it for most builders who actually tried it. But majority of builder actually didn't even tried.

 

Installing CPP should be seamless and should not cause any issues - if it does its a bug in CPP design and I fixed all of them in 1.72development.


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#21
Gruftlord

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CPP scripts don't overwrite any original files, they only overrule them due to having higher priority. They contain several fixes for the vanilla scripts and iirc ShadoOow also once cleaned and formatted them for easier readability. So aside from the switches and hooks he added, they should offer an better and easier starting point for anyone to learn something about NWN scripting, let alone for learning to fix scripts, by comparing old and new version. They fact that some bugs may also have snuck up into ShadoOow's scripts does not change that.

#22
Jedijax

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Are these issues common after the 1.69 patch? If so, where could I find the fixes? I've already downloaded the fixed set files shadoow shared here for tdr and tni, but I may be missing others.