Zwerkules wrote...
I wasn't wondering why Bioware added visibility nodes, but why they added visibility nodes 'A' to each of those tiles in the homes tile groups. As you said, if there are no visibility nodes added, the default is the pathnode. The pathnodes for thoses tiles are all correct, but the addition of the visibility node 'A' to the tiles makes no sense to me. There are no doors or fences or anything else there which the PC should be able to look through.
Those visibility nodes cause other rooms to appear which should still be hidden. So I was wondering why Bioware added those 'A' visibility nodes to those specific tiles, not why they added visibility nodes in general.
As I am not exactly sure what tileset you are referring to, I can't directly check it.
Actually, I may have miss-spoke when I stated that Bioware did a mass add on visibility nodes. it has been too long, too many patches for me to track it all. I seem to remember that adding the visibility and door vis stuff was added in a patch, but I may be wrong with that memory. Just too darned long ago.
Bioware's original tin01.set as provided by Bioware, has proper visibility nodes assigned as far as I can find. Not every tile has visibility OR door-visibility data stored in the .set.
One thing I can absolutely tell you is that ANY .set file found in CEP has been modified, and most likely modified with tools that don't work correctly. Not necessarily their fault and lots of folks still don't understand how a .SET file works, and why specific data may or may not be inside of it. b085 will "fill in" data when that data is not provided, with whatever defaults are setup in it. That may be why things are set wrong.
Many folks didn't understand that having an "A" path node would totally screw up NPC actions and can even affect the PC too if you click far enough away and expect the PC/NPC to just run to that location. Proper pathnodes, visibility nodes help to correct that in most instances, but will not fix all of it.
Many folks STILL believe that path nodes are not necessary, and that using a default of "A" will work for any tile. It does, sort of. But, and the BUTT is pretty big, if all tiles are pathnode "A" but the geometry doesn't match, then any follower/npc will get blocked/locked into different spots.
Anyway, I can remember posts on the old forums where people kept suggesting to just change the pathnode to "A" and be done. There was a lot of argument regarding that type of option.
The path nodes are a textual way of informing the engine how any given creature/npc can navigate WITHOUT having to actually read the individual tiles en-masse. Makes for faster calculations etc.
Regardless, I just checked several different tilesets from Bioware, as the TRUE source, and their pathnodes and visibility nodes are correct, when they exist. Not all tilesets have visibility nodes filled in at all. A large number of the .set files have no extra data there at all, just use the pathnode, and the engine defaults to that for visibility. Interiors are the only sets processed for door visibility to the best of my knowledge, I don't think doors are even considered in outdoor areas but I may be wrong with that.
One thing that I do know, is that if the visibility and door visibility data is NOT set, the engine defaults to pathnode. If pathnode is set to "A", then the engine assumes that if you can see any piece of that tile, you will be able to see the entire tile's minimap. Basically, the pathnode is the default for all 3, UNLESS manually set to be something else via the .set file. I think the seteditor b085 "fills in" data that you may not have wished it to fill in. that may be changeable, but I don't think anyone around still has the source code for that program. If they did, I would have expected it to be repaired to recognize what 1.67-1.69 added to tilesets in general.
P.S. @Zwerkules, I was not suggesting or implying anything to or at you. I was just adding details in case others are reading this thread that do NOT understand how the whole thing works.