Author Topic: Making Tilesets  (Read 481 times)

Legacy_Jenna WSI

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Making Tilesets
« on: July 06, 2011, 04:45:00 pm »


               How would I make an override into it's own tileset? 
               
               

               
            

Legacy_OldTimeRadio

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Making Tilesets
« Reply #1 on: July 06, 2011, 05:10:57 pm »


               

Jenna WSI wrote...
How would I make an override into it's own tileset?


Until someone more knowledgeable speaks up, you might want to take a look at LabTek's NWN Tile Set DuplicatorHere is the web page for it, including some tutorials and here is a thread he posted on the old BioWare forums which might answer a little bit more than the tutorials.  I've only used this once or twice, and quite a while ago.  But from the comments in the NWVault page it seems like it's still the thing to use.
               
               

               
            

Legacy_s e n

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Making Tilesets
« Reply #2 on: July 06, 2011, 07:40:16 pm »


               aye tileset duplicator is all you really need, just add a dummy file with the tileset prefix namein the folder that contains your override, and rename it with your new custom and unique prefix using the duplicator (this automatically searches all instances (in files names and inside the files) of the prefix and changes with your new one. then erase the dumm file, store the fire into an hak, save and you are done
               
               

               


                     Modifié par s e n, 06 juillet 2011 - 06:42 .
                     
                  


            

Legacy_Bannor Bloodfist

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Making Tilesets
« Reply #3 on: July 06, 2011, 09:37:29 pm »


               

Jenna WSI wrote...

How would I make an override into it's own tileset? 


This really depends on the type of override it is.

If it is just new textures, then yes, the tileset duplicator will work fine for you.  Once you have the new files in a hak, you are done, as was mentioned.

But, if the tileset has additional tiles, you can STILL use the tileset duplicator, but you will be required to do some manual searches too, to find what was added, likely under a different tileset prefix, etc.

Most "addon" overriding tilesets, have a few extra tiles that are added to the .set file for a Bioware original tileset.  Usually, these additional tiles follow a different naming convention.  So you have to check and compare.  Usually, the "new/addon" tiles will be located at the end of the new .set file for whatever tileset is being overriden, and usually, they can be easily determined.

Since most of the "addon" tilesets, only contain the NEW tiles, you will still need to extract and duplicate the original Bioware set as well and then add all of those to your new tileset as well.

Converting a tileset is not hard, creating a completely new one could be depending on the route you take.

Give us a bit more detail, and we can likely answer in a more specific fashion.
               
               

               
            

Legacy_Jenna WSI

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« Reply #4 on: July 07, 2011, 04:25:53 pm »


               I think it's just textures... it's the wooden hall over here.
http://nwvault.ign.c....Detail&id=1146
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #5 on: July 07, 2011, 05:27:24 pm »


               Yep, just textures.

1) This means that you would have to export the castle interior from nwn main 1.67 or later patch then grab the updated versions (only a few of them) from the Hotu Patch bif. and the .set file from that same HotuPatch bif.
2) Rename them to a new set prefix.  currently it is tic01, you would need to rename that to something else.  tic02 maybe.  This needs to be done internally as well, every mention of tic01 should be replaced with tic02 inside EVERY mdl file.
3) Rename all the textures in that download to be prefixed with tic02 instead of tic01.
4) Edit the areag.ini from 1.69 to add the NEW tileset name.
5) Edit your new tic02.set file to change the name that is reflected in the toolset.
6) Edit the tic01palt.itp to tic02pal.itp and change all references to tic01 to be tic02.
7) Package it all back into a hak file,  

I think the tileset duplicator can handle most of that for you, except for the renaming of the textures, and thusly the internal references in each mdl to reflect the new texture names.

If you DON"t rename all the textures  and the internal .mdl references to same, you end up with what you currently have, which is a complete override for any area created using the castle interior set.

Note:  Likely, those mdls are all compiled tiles, so you would have to uncompile them before you could accomplish the renaming.

Not all that hard to accomplish, but there are lots of ways to miss steps and mess it all up.
               
               

               


                     Modifié par Bannor Bloodfist, 07 juillet 2011 - 04:29 .
                     
                  


            

Legacy_s e n

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« Reply #6 on: July 07, 2011, 05:55:40 pm »


               in fact with the duplicator, you can rename all files and internal references all at once
               
               

               
            

Legacy_s e n

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« Reply #7 on: July 07, 2011, 05:57:57 pm »


               i mean, if you create a dummy file and name it for ex tin01, then with duplicator rename the file to xxx01, the util will search for ALL instances in the directory, changing both file names and internal references, including itp set areag and whatever else you have in the directory