Author Topic: Merging a feature into existing tileset  (Read 377 times)

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Merging a feature into existing tileset
« on: June 10, 2011, 04:56:32 am »


               There is a similar thread floating around but I did not want to hijack the specific nature. I was wondering if there is a tutorial or if not if someone can tell me how to merge a new feature or group into a already existing tileset. Currently I am working with CEP and I would like to merge some of the features of the cave and mines override found on the vault that contains some of the lava pits ceilings and gnome houses. 

Thanks !
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Merging a feature into existing tileset
« Reply #1 on: June 10, 2011, 05:15:31 am »


               1) You have to pick whatever tileset you want to add these new tiles into.
2) Edit the .set file of that tileset to add the new tiles you wish to add.
3) Edit the .set file to add the features (groups = same thing) to that set file.
3) Edit the itp to add the new choices to your menu in the toolset.

The .set file has several different control lines in it.

[TILES]
Count=442  -- this number has to match total number of tiles in the set.

[TILE442]  -- this would be the first tile number you could use to add tiles to this particular set.

You would copy all of the tile data from whatever set file your additions are coming from, and adjust the tile number to be numerical in order.

Once you get past that, you run into the groups section.

[GROUPS]
Count=94  -- this number would have to increase by the number of features/groups that you add to the set.

Then you add your group entries.

[GROUP7]
Name=Barn01_2x2 -- this line is for YOUR reading purposes only, never actually gets used in toolset or game.
Rows=2
Columns=2
Tile0=8
Tile1=9
Tile2=10
Tile3=11

The above particular group is a 2x2 barn, so you have four tile entries.  The actual number must match the NEW number of the tile(s) you added, IE, if this is a single tile group, and you only added one tile to this set, you would change Tile0=8 to be Tile0=442.

On the itp side of things, I can't really explain much in text format, but you need an itp editor, and need to add the features/groups to the proper sections of the itp.  There are many programs that will help you edit the itp, and many ways to accomplish the addition of new features/groups.  Personally, I use TlkEdit.exe as it allows me to do other things also, and edits the itp file just fine.

You can't skip steps, as nothign will show up in toolset until all of the above are completed.

I have already created a tutorial on using TlkEdit to edit the ITP file, you can find that tutorial Here.
               
               

               


                     Modifié par Bannor Bloodfist, 10 juin 2011 - 04:18 .
                     
                  


            

Legacy_Karvon

  • Sr. Member
  • ****
  • Posts: 430
  • Karma: +0/-0
Merging a feature into existing tileset
« Reply #2 on: June 10, 2011, 06:01:54 am »


               Another factor which can come into play at times, or so I've heard, is default elevation of tiles (not sure if that's the technical word for it.)   While I've never run into this myself, I've heard this can be a problem sometimes if the set you're wanting to blend aren't the same in this respect.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Merging a feature into existing tileset
« Reply #3 on: June 10, 2011, 12:27:10 pm »


               There's something missing in Bannor's list before the 1).
There should be a 0) Ask for permission to use those tiles in CEP. '<img'>

DM_Vecna, you said you are working with CEP, so I assumed that you want to add the gnome houses and the lava caves to the CEP tileset expansion. If I got that wrong, please ignore my last comment.
And if you are not working for the CEP and just want to add the tiles to the CEP tileset expansion for one of your haks for a mod or a pw, ignore my last comment, too. '<img'>
               
               

               


                     Modifié par Zwerkules, 10 juin 2011 - 01:11 .
                     
                  


            

Legacy_lordofworms

  • Sr. Member
  • ****
  • Posts: 422
  • Karma: +0/-0
Merging a feature into existing tileset
« Reply #4 on: June 10, 2011, 02:18:05 pm »


               not to hijack, but I LOVE zwerks gnome houses! I have been keeping an eye on this guys work for a time and plan on using everything of his (mideval city, halfling homes)I extracted them from his tileset (with his permission) to use in my own designed underdark tileset (not that his was bad,on contrary was awesome, but not what I needed for a true claustophobic underdark)
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Merging a feature into existing tileset
« Reply #5 on: June 11, 2011, 04:47:03 am »


               

Zwerkules wrote...

There's something missing in Bannor's list before the 1).
There should be a 0) Ask for permission to use those tiles in CEP. '<img'>


Oops, I forget that some folks never bother to ask, I always assume that they have asked for and been granted permission to use content they are wishing to merge.  My bad.
               
               

               
            

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Merging a feature into existing tileset
« Reply #6 on: June 11, 2011, 06:16:40 am »


               Great instructions. Thank you guys so much.

To Zwerkules: I am not working with CEP just playing in the toolset for my own personal fun. I do hope to have my PW in a upload-able format one day but currently I am just curious about the possibility to merge work from wonderful designers such as yourself. I had been waiting for Chico to merge his textures into the CEP but now am thinking this might be a while longer.