Author Topic: Sharn Tileset?  (Read 418 times)

Legacy_jackkel dragon

  • Full Member
  • ***
  • Posts: 178
  • Karma: +0/-0
Sharn Tileset?
« Reply #15 on: September 16, 2011, 11:57:45 pm »


               After some consideration, I think that I'll likely just use _six's suggestion and use some of that thing called imagination to create Sharn. I'm bumping this thread again for an important question from my last post:

How difficult is it to replace the grass texture with a stone texture? (I have a funny feeling the answer is "hard.")
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Sharn Tileset?
« Reply #16 on: September 17, 2011, 01:27:40 am »


               

jackkel dragon wrote...

After some consideration, I think that I'll likely just use _six's suggestion and use some of that thing called imagination to create Sharn. I'm bumping this thread again for an important question from my last post:

How difficult is it to replace the grass texture with a stone texture? (I have a funny feeling the answer is "hard.")


Two answers:

1) Replacing the TEXTURE is easy, a simple search/replace will handle that, and there are many ways to accomplish that bit.  File management software will do it, so will the J'len's Set Editor.  It has a set of functions for doing global replacing in every tile in a given set.  It will automatically edit every one, and replace the texture with whatever you choose.

2) Replacing the SOUND of walking on Grass to the sound of walking on stone requires you to edit the wok, not the external.wok file, but to actually edit the wok object inside the mdl itself, and change the face type from 4 to 3.  A global replace likely is NOT what you want for that bit, as there are likely bits that should remain stone, depending on what tiles you are changing.

Once that edit is done, you have to re-export things to get a NEW .wok in the tile itself, and a new .wok file for servers to use.  Be warned, some folks will tell you to just edit the .wok file, but that file is NOT loaded by the single player engine at all, the wok is generated on loading the tile in an area from the internal wok object.  Only servers use the actual .wok file to send to the players instead of sending the entire tile.  Thus giving Server managers more control over the walkeable space, and preventing the enduser/player from hacking the tileset to allow them to get to spots they shouldn't.
               
               

               


                     Modifié par Bannor Bloodfist, 17 septembre 2011 - 12:30 .
                     
                  


            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Sharn Tileset?
« Reply #17 on: September 17, 2011, 01:34:44 am »


               Or you can stop your imagination and prepare the SET File and take another chasm of another tileset and use it. Thats not sooooo difficult but more work than imagination. '<img'> (and for better looking you have to retexture the tiles^^)
               
               

               
            

Legacy_jackkel dragon

  • Full Member
  • ***
  • Posts: 178
  • Karma: +0/-0
Sharn Tileset?
« Reply #18 on: September 17, 2011, 02:23:28 am »


               Thanks for the replies, I'll try to get the stone to work with the Set Editor after I fix a wierd toolset issue...