Author Topic: Tileset Assistance  (Read 665 times)

Legacy_entropyrat

  • Newbie
  • *
  • Posts: 19
  • Karma: +0/-0
Tileset Assistance
« on: October 23, 2012, 11:27:16 pm »


               Currently in pre-production phase for the PW I'm building and wanted to tap into the collective brilliance of this community in regards to a tileset choice. I've currently looking for the perfect (or as close as possible) tileset that would reflect the primary location of the PW, the pirate/crime infested harbor city of Riddleport.

The buildings are all made of a darker wood and can be best reflected in this following picture. Also there's a picture of the city map, to give an idea for general layout. What tileset do you know of (that supports alleys) that would best reflect this?

http://paizo.com/ima.../Riddleport.jpg
http://paizo.com/ima...-Riddleport.jpg

Thank you for any assistance offered.
               
               

               


                     Modifié par entropychicken, 23 octobre 2012 - 10:28 .
                     
                  


            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Tileset Assistance
« Reply #1 on: October 24, 2012, 04:09:41 am »


               I'd do a reskin if you're looking for a particular look. Off the top of my head, there are a few gothic reskinned cities on the vault you can look through.

Many new city tilesets don't have alleys, which is a must in my books, which would be why using the default NWN city, with the alleyhak and reskinning it yourself, could prove the best solution.

Now, there's a new city tileset by Zwerkules that supports alleys, and wooden stairs to other levels that you could look at for starters.

As well, this one made by Baba-Yaga is still in production but may also suit your needs when completed.

FP!
               
               

               


                     Modifié par Fester Pot, 24 octobre 2012 - 04:12 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Tileset Assistance
« Reply #2 on: October 24, 2012, 07:19:06 pm »


               I have a channel terrain planed for my tileset. It divides 2 parts of the city but it´s nothing for a big cargo vessel. Just used for smaller ships and sewerage. The exits of the citywalls are also way to low to allow anything higher then 7m. About alleys... yes many many alleys are featured in my set. The  the crossers i did by now are arched tunnels with entrances on the left and right... uh i need to get back to that tileset:D
               
               

               
            

Legacy_entropyrat

  • Newbie
  • *
  • Posts: 19
  • Karma: +0/-0
Tileset Assistance
« Reply #3 on: October 24, 2012, 08:40:34 pm »


               Thanks for the replies gang (Krogan power!), much appreciated. Baba Yaga that tileset looks beautiful, although not quite what I'm looking for at this point I'll have to keep it in mind. The tileset you posted from Zwerkules looks perfect though, and so far the best bet I've seen.
               
               

               
            

Legacy_entropyrat

  • Newbie
  • *
  • Posts: 19
  • Karma: +0/-0
Tileset Assistance
« Reply #4 on: October 24, 2012, 08:41:40 pm »


               How do reskins work exactly? Are they used via haks? I've never even touched anything like a reskin before.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tileset Assistance
« Reply #5 on: October 24, 2012, 09:28:55 pm »


               A reskin is a texture replacement. So you'd create copies of each texture in the tileset, and edit those copies. Copies should be in DDS format.

You can put this into a module in a couple ways. One is to put all of your texture changes into a HAK and ensure that this HAK has higher priority in the HAK list than the tileset you are reskinning. This is how Six did his reskin of the standard city tileset. And I believe CTP did this for their Dusty Dungeon Override as well.

Another way to handle this is harder. You will need to rename resources. I know how to do this in theory, but have not done it so I will let someone else step in to explain it.
               
               

               


                     Modifié par henesua, 24 octobre 2012 - 08:29 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Tileset Assistance
« Reply #6 on: October 24, 2012, 10:19:34 pm »


               If you want to keep the original tileset + a reskinned version you can use the tileset duplicator tool.
http://nwvault.ign.c...r.Detail&id=338
You have to extract "all" the tileset components into one folder, choose the new name how your tileset is called like "from ttr01 to ftp02 ect." and start the process. After that you can use your own textures.
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Tileset Assistance
« Reply #7 on: October 25, 2012, 06:52:10 am »


               

entropychicken wrote...

How do reskins work exactly? Are they used via haks? I've never even touched anything like a reskin before.


As Henesua stated above A reskin is a texture replacement. So you'd create copies of each texture in the tileset, and edit those copies. Copies should be in DDS format.

To clarify that just a bit though, it is a direct replacement with a new/modified texture of the same name as the original.  This removes the necessity of having to actually edit the tileset itself, or the corresponding .mdl files of that tileset. 

Sounds easy right?

It is, but it is VERY DANGEROUS.  Why?  Mainly because textures used in Bioware tilesets in particular, but other tilesets as well, are typically also used for placeables, and possibly creatures or npc's OR other tilesets.  This would mean that if you changed say a cloth texture used for a flag in a tileset, that cloth texture might be used by an NPC and would also change everywhere in your mod or you might be changing that flag in other areas of your mod that uses a different tileset.

That is why CTP warns so heavily against doing simple reskins.  They can totally ruin other tilesets out there if you go and replace a Bioware texture with a file of the same name.

A replacing texture for ANY Bioware texture will override ALL instances of that texture anywhere in your mod, regardless of .hak order.  Simply because .hak files override normal game resource files and also override anything placed directly into your override folder.  .hak takes priority.

Now to get really long winded (as if I wasn't already long-winded enough I know).

Using the tileset duplicator that was mentioned, makes duplicating an entire tileset much easier.  Once you have all the files in a sub folder that you can work with, you could then do a mass search/replace of specific textures throughout the entire .set without much issue. 

The only issues you might run into would be with really detailed/complex textures... say the texture file used for crates.  If your replacement texture doesn't exactly line up in the same fashion, if the edges of the box are different etc, then all the crates could look really bad.  This would apply to any complication like textures used for fences, some textures used for walls, textures used for windows and doorways, possibly textures used for road surfaces etc... the list would get really long really fast.

Examples of two different texture files used for crates:
'Posted

'Posted

Both of those would be interchangeable. 

But if the texture was more complicated like this one:

'Posted

The uvw mapping would NOT work, and you would have to go manually edit every object that used the replacement texture.

Texture mapping is a skill, and the more complicated the item/object/creature/tile etc, the more complicated your skill set needs to be.  UVW editing can be required to get a texture to map correctly, which is where you are basically moving bits of the object's map to correctly grab the right section of the texture that you wish to apply.  The UVW map is like an invisible copy of the object that can be stretched, shrunken, moved, cutout etc, then apply the texture to that invisible object.    The UVW Edit button in Max allows you to see that hidden object so you can adjust it as necessary.

So, as you can see, a complicated texture, like the third one above, is actually used for more than one thing, in this case, it has some flower pits, for flower beds, two pieces for a birds nest, some stuff for a log either cut lengthwise or not, an image map to use for a sheep, and some other bits and pieces in there.  Bioware did that a LOT, they combined many small images into a single larger image, thus saving disk space, if not saving inline memory space.
               
               

               


                     Modifié par Bannor Bloodfist, 25 octobre 2012 - 05:52 .