Author Topic: Chairs and Tilesets  (Read 423 times)

Legacy_WoC_Builder

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Chairs and Tilesets
« on: February 15, 2013, 08:00:39 pm »


               Okay, this is a strange one.  o.O

We currently use the old Elven City tileset by Little Baron and Pogo Mudder.  However, it has seen very light use; so light that this issues has never been noticed before.  While using the tileset to build a large exterior area, it came up that chairs, no matter what direction they are placed, have the sitter facing the default direction of East!  o.O  At first I thought it might be a placeable model issue, but when I copied those same chairs to a rurarl tileset, they worked just fine.  The particular chair is a Dwarven Chair that is BW original content.

Now, I know CTP did a re-work of this tileset, so I grabbed that one and lo!  Chairs work just fine there.  My question is, what would be the issue that drives why a tileset determines chair facing?  Is there a value in the set file that controls this?  Is it driven by the tile models?  If set, then I'll simply edit it.  If models...well, I think I'll just convert over to the CTP version.

Strange things every day!  lol
               
               

               


                     Modifié par WoC_Builder, 15 février 2013 - 10:23 .
                     
                  


            

Legacy_NWN_baba yaga

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Chairs and Tilesets
« Reply #1 on: February 15, 2013, 10:25:07 pm »


               No that makes no sense to me. There is no chair/facing or pivot node anywhere in a tile preferences other then this:

Orientation=0

But i doubt that this is meant for what you noticed because i only ever saw a 0 after Orientation!
               
               

               


                     Modifié par NWN_baba yaga, 15 février 2013 - 10:26 .
                     
                  


            

Legacy_WoC_Builder

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Chairs and Tilesets
« Reply #2 on: February 15, 2013, 10:29:09 pm »


               I know!  This one has me absolutely baffled!  I've already converted over to the CTP version (easy to do; very light use as I said), as they removed the other bugs as well (blank spaces, etc).  But when I localized my chair issue to the tileset, I was like "W...T...F?!?!"
               
               

               
            

Legacy_WoC_Builder

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Chairs and Tilesets
« Reply #3 on: February 15, 2013, 10:32:21 pm »


               Well, well...look at this!  Baba, when you said orientation, I thought I'd go to the SET and see what I would find.  Take a look at this.  there are quite a few of these!

[code=auto:0][TILE3]
Model=tec01_a04_02
WalkMesh=dude
TopLeft=Floor
TopLeftHeight=1
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=16
MainLight2=16
SourceLight1=16
SourceLight2=16
AnimLoop1=0
AnimLoop2=0
AnimLoop3=1
Doors=0
Sounds=0
PathNode=B
Orientation=270
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=miec01_a04

[TILE8]
Model=tec01_a09_01
WalkMesh=dude
TopLeft=Water
TopLeftHeight=0
TopRight=Water
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=1
Top=
Right=
Bottom=
Left=
MainLight1=16
MainLight2=16
SourceLight1=16
SourceLight2=16
AnimLoop1=0
AnimLoop2=0
AnimLoop3=1
Doors=0
Sounds=0
PathNode=S
Orientation=180
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=miec01_a09

[TILE9]
Model=tec01_a10_01
WalkMesh=dude
TopLeft=Floor
TopLeftHeight=0
TopRight=Floor
TopRightHeight=1
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Water
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=16
MainLight2=16
SourceLight1=16
SourceLight2=16
AnimLoop1=0
AnimLoop2=0
AnimLoop3=1
Doors=0
Sounds=0
PathNode=R
Orientation=180
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=miec01_a10

[TILE10]
Model=tec01_a11_01
WalkMesh=dude
TopLeft=Floor
TopLeftHeight=0
TopRight=Water
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=1
Top=
Right=
Bottom=
Left=
MainLight1=16
MainLight2=16
SourceLight1=16
SourceLight2=16
AnimLoop1=0
AnimLoop2=0
AnimLoop3=1
Doors=0
Sounds=0
PathNode=Q
Orientation=180
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=miec01_a11[\\code]
               
               

               
            

Legacy_WoC_Builder

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Chairs and Tilesets
« Reply #4 on: February 15, 2013, 10:35:44 pm »


               And what is visibility orientation?  Near the bottom.  

[TILE32]
Model=tec01_c15_01
WalkMesh=dude
TopLeft=Water
TopLeftHeight=0
TopRight=Rock
TopRightHeight=0
BottomLeft=Rock
BottomLeftHeight=0
BottomRight=Water
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=16
MainLight2=16
SourceLight1=16
SourceLight2=16
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=T
Orientation=0
VisibilityNode=J
VisibilityOrientation=90
ImageMap2D=miec01_c15

               
               

               
            

Legacy_NWN_baba yaga

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Chairs and Tilesets
« Reply #5 on: February 15, 2013, 10:46:15 pm »


               hmm not sure but think about the city interior tileset/ inn terrain. I´m sure you can use benches in any possible direction and keep the correct facing point for npcs. Thats why i dont think it´s related to what direction a npc faces by scriptcommand. Would be impossible to include every direction via this "orientation" so ehm...no thats not the right track imo;)
               
               

               


                     Modifié par NWN_baba yaga, 15 février 2013 - 10:49 .
                     
                  


            

Legacy_WoC_Builder

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Chairs and Tilesets
« Reply #6 on: February 15, 2013, 10:52:21 pm »


               Thanks for the feedback.  '<img'>  Like I said, I already converted over; I was horrible sick at work today, so headed home.  '<img'>  *koff, koff*

Just so confusing how a tileset can affect a placeable.  :/
               
               

               
            

Legacy_Michael DarkAngel

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Chairs and Tilesets
« Reply #7 on: February 22, 2013, 03:27:27 am »


               Orientation and VisibilityOrientation control how Pathnode and VisibilityNode are rotated for pathfinding and line of sight.

Unsure of this, but if the chair you are talking about is a placeable, how a player sits in it I believe is controlled by the orientation of the model itself.

'Image
 MDA