Author Topic: Why some builders avoid certain tilesets?  (Read 674 times)

Legacy_Noldorsteel

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Why some builders avoid certain tilesets?
« on: June 06, 2012, 09:58:08 pm »


               There are some great and original custom tilesets that really improve the overall experience in certain modules and the newer Bioware tilesets that came incuded in expansions and patches are gorgeous.
 
But sometimes (at least for me) it seems like some builders just don't want to have anything to do with certain tilesets. For example, The Tir Nag Og tileset featured in PM Wyvern Crown Cormyr seems to be the one that most builders avoid. Instead they use the old and rather lackluster improved version of Rural.

Is it so because the Tir Nag Og tileset caues problems like lag, longer loading times or crashes? Does it use more system resources? or it just simply does not represent how the Forgotten Realms should look?

Yeah, just some questions I have for the expert or more experienced  nwn builders out there.'Posted. It is something that I keep thinking every time I see the improved version of rural tileset featured in a module instead of the other I  mentioned. It is strange for me, because the Tir Nag Og tileset looks alot better than the old  Rural improved or not.
               
               

               


                     Modifié par Noldorsteel, 06 juin 2012 - 09:14 .
                     
                  


            

Legacy_Shadooow

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Why some builders avoid certain tilesets?
« Reply #1 on: June 06, 2012, 11:25:25 pm »


               

Noldorsteel wrote...

Is it so because custom tileset caues problems like lag, longer loading times or crashes?

If you ask me then this plus/or lacking tile fade option on roof/canopies/any high models that block view
               
               

               
            

Legacy_henesua

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Why some builders avoid certain tilesets?
« Reply #2 on: June 06, 2012, 11:38:40 pm »


               I did not realize that builders avoid the TNO tilesets.  They are beautiful and I take as much advantage of them as I can.
               
               

               
            

Legacy_Noldorsteel

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Why some builders avoid certain tilesets?
« Reply #3 on: June 07, 2012, 01:03:55 am »


               

ShaDoOoW wrote...

Noldorsteel wrote...

Is it so because custom tileset caues problems like lag, longer loading times or crashes?

If you ask me then this plus/or lacking tile fade option on roof/canopies/any high models that block view



I see... Now that you mention it ShaDoOoW, I  always play with the fade option disabled (off).
               
               

               
            

Legacy_Shadooow

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Why some builders avoid certain tilesets?
« Reply #4 on: June 07, 2012, 04:38:45 pm »


               

Noldorsteel wrote...

I see... Now that you mention it ShaDoOoW, I  always play with the fade option disabled (off).

And you are not alone, it depends on game style. Im building a module for epic action focused players and they all play with this option turned to automatically hide or even enabled by default as they need total view and control of their characters.

Great thing on the tile fade option is that player can set it up the way they likes, but any tileset that doesn't support this is incomplete in my view at least. ':whistle:'
               
               

               
            

Legacy_QlippothVI

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Why some builders avoid certain tilesets?
« Reply #5 on: June 09, 2012, 09:05:53 pm »


               The TNO tilesets have lousy pathing issues. That's my only issue with them.

And even though the Drow tileset is nice, you can't use the small doorways and expect anything not a PC to get through them, Pathing is hosed in that tileset as well. I was trying to fix them for Harvest of Souls 1, but couldn't find a good way to do it.

EDIT: Hmm, I just realize he used a ton of the corridors, which are lousy for pathing. I exchanged the coorridors with beds for real rooms, seems better.
               
               

               


                     Modifié par QlippothVI, 10 juin 2012 - 06:14 .
                     
                  


            

Legacy_Noldorsteel

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Why some builders avoid certain tilesets?
« Reply #6 on: June 14, 2012, 09:16:12 pm »


               

ShaDoOoW wrote...

Noldorsteel wrote...

I see... Now that you mention it ShaDoOoW, I  always play with the fade option disabled (off).

And you are not alone, it depends on game style. Im building a module for epic action focused players and they all play with this option turned to automatically hide or even enabled by default as they need total view and control of their characters.

Great thing on the tile fade option is that player can set it up the way they likes, but any tileset that doesn't support this is incomplete in my view at least. ':whistle:'

 
An epic lvl module you say? hmm... It is based on Forgotten realms setting or is it a custom setting? (I might want to play it if it is about Forgotten realms)
               
               

               
            

Legacy_Rubies

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Why some builders avoid certain tilesets?
« Reply #7 on: June 14, 2012, 09:55:27 pm »


               I don't think I've ever used a non-vanilla tileset without extensively modifying it first; but since a few content creators have complained to me about making some changes (reducing poly counts, redoing walkmeshes, or modifying textures), I'm a little bit hesitant to use anything that I haven't made myself for the most part - I know that's a really awful way to be, too. '<img'>
               
               

               
            

Legacy__six

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Why some builders avoid certain tilesets?
« Reply #8 on: June 15, 2012, 08:00:58 am »


               The problem with tilefade is its implemented in a bludgeoningly oversimplistic way in the engine. The designers of NWN didn't seem to have considered anything with the scope of TNO, or the kinds of tilesets made by myself, LR, Worms etc would ever be created. Which is fair enough, although from some discussions I've had with folks I have the impression the vision the producers and designers had for NWN's areas was bigger than what their tilesets ultimately allowed.

The basic problem is that tilefade occurs on tiles closest to the player regardless of whether the meshes being faded are above or below. So if TNO had tilefade, you would not be able to walk on the castle roofs. Because standing on a castle roof is the very trigger that the game uses to fade the castle roof. Ergo, the floor vanishes from beneath your feet.

It's ironic that its the unique selling points of tilesets that generally come around to be the reason no one will use them. Though in the case of TNO's pathfinding issues, the set of hill/ridge tiles are the biggest culprit IMO, the same applying for the hill crosser that got made for BW rural. I tend to just avoid those and never run into enemies getting confused, even if the player movement can still be a bit hit and miss.
               
               

               


                     Modifié par _six, 15 juin 2012 - 07:05 .
                     
                  


            

Legacy_Shadooow

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Why some builders avoid certain tilesets?
« Reply #9 on: June 15, 2012, 01:49:01 pm »


               

_six wrote...

The basic problem is that tilefade occurs on tiles closest to the player regardless of whether the meshes being faded are above or below. So if TNO had tilefade, you would not be able to walk on the castle roofs. Because standing on a castle roof is the very trigger that the game uses to fade the castle roof. Ergo, the floor vanishes from beneath your feet.

Yes but thats not what I meant. I understand that TNO castles cannot have tilefade from this reason, my biggest complain goes to the trees in this tileset.
               
               

               
            

Legacy__six

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Why some builders avoid certain tilesets?
« Reply #10 on: June 15, 2012, 05:44:57 pm »


               

ShaDoOoW wrote...

Yes but thats not what I meant. I understand that TNO castles cannot have tilefade from this reason, my biggest complain goes to the trees in this tileset.

I'm pretty sure some of the foliage is attached to the tiles' anim dummy, presumably to force render order. It's unnecessary if so, as that can be influenced by other ways, but might explain the lack of fading foliage. It's a bit odd when you consider that the forest terrain actually does have tilefade on some tiles.
               
               

               


                     Modifié par _six, 15 juin 2012 - 04:45 .
                     
                  


            

Legacy_Leurnid

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Why some builders avoid certain tilesets?
« Reply #11 on: June 17, 2012, 07:15:49 am »


               The lack of tilefade makes running the roads through those woods a real pain in the butt, but I am finding for one of my (too many) projects, nothing short of Tom Banjo's dirt road through the TNO forest will cut the muster.