Author Topic: Add a Tile from one Tileset to another.  (Read 554 times)

Legacy_Estelindis

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Add a Tile from one Tileset to another.
« Reply #15 on: August 26, 2015, 11:45:59 am »


               

I didn't think your post was misleading!  Just adding an observation of my own.  '<img'>



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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Add a Tile from one Tileset to another.
« Reply #16 on: August 26, 2015, 10:24:48 pm »


               

One little note which (apologies if I missed it) I haven't seen mentioned here. May not be relevant to what the original poster specifically wants to do...


 


Be sure the tile you are bringing into a set has the SAME ground height as the set.


Not all Tilesets have their base ground height at 0.0. The tno01 set, for example, is raised to a base height of 5.0. - presumably to accommodate the deep sea cliffs terrain.


 


If the ground height IS different, you will need to get the model and walkmesh into gmax or some such program and change the height to that of your target Tileset... I've been having A LOT of "fun" lining ground heights up in the Tilesets I'm making from KotOR's world geometry (increasingly with my own meshes stuck in amongst them to make it all match nicely).



               
               

               
            

Legacy_Bannor Bloodfist

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Add a Tile from one Tileset to another.
« Reply #17 on: August 27, 2015, 11:41:03 pm »


               


 Something I'll never test, because I only really lurk around here anymore, not creating content, but what exactly would happen if you made the edge tiles have walk-mesh? Is that even possible?  ':huh:' Wonder if the game would explode if you tried to leave the boundaries. Of course, another possibility is that NWN removes the walk-mesh, but I find that somewhat hard to believe.




 


As Pstemarie mentioned, the true game engine will never use a wok file for an edge, it does in fact, discard that section of the tile if someone has been so lazy as to just duplicate a tile, and rotate as necessary without removing the crap that the game can't correctly use anyway.  Tile lights are one of the possible issues with edge tiles, there are others, but I can't remember exactly, line by line what needs to be removed.  No ani-mesh / flexible stuff will get used, and having it in an edge tile can cause issues as well, but I can't remember exactly what the damage is that it causes... just something that should be removed as UN-necessary anyway.  IE an edge tile should have nothing that moves in it.  Textures that are animated such as tree leaves, should have the animation turned OFF in an edge tile etc....


 


Anyway, yeah, the game effectively removes the wok from an edge tile, having that "extra" file wasting space in your hak is just that, wasted space that is never even looked for by the game.  In fact, the physical .wok file is ONLY necessary on a server... and not needed at all for an edge tile as it is never even read...for local play, you can delete that .wok file anyway, as the game auto-rebuilds the wok in ram when it loads a tile. (It is a sort of 'hidden' section of the tile.... meaning it exists, but that extra file saved outside is NOT needed locally).  It only becomes necessary in a server as the server will override your local copy of the wok for a tile-set with the version it has stored in the .wok file... thus preventing you from editing the wok, to give yourself a free doorway into a building or a path through a wall etc...you local copy is overridden by the server version always.


               
               

               
            

Legacy_Zwerkules

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Add a Tile from one Tileset to another.
« Reply #18 on: August 28, 2015, 12:25:56 pm »


               

To summarize what others said before and add a few missing points:


What edge tiles should not have:


walkmeshes (no problem if there are some, but why add them if they are ignored anyway?)


tile lights (these HAVE to be removed because they can cause crashes)


source lights (never tried if they cause crashes, just don't use them on edge tiles)


shadows (might cause crashes, not sure, but standard edge tiles don't have shadows)


animeshes


animations (these will cause crashes, it's important to remove them)


nearly forgot the most important one, emitters (these are a sure way to crash the game)


 


What edge tiles can have:


tilefade


textures with procedural animations like water, lava, etc (but not linked to an animation node)


 


What I never tried on edge tiles:


other lights than main and source lights


 


Bannor said that you can't use "Textures that are animated such as tree leaves". Depending on what he means by this he could be wrong. If he means you can't have leaves linked to an animation node so their transparency works better, he's right, this doesn't work for edge tiles, but if he actually means that the textures have txi files so they'll be animated, like water, etc, he's wrong. You can have water, lava and so on on edge tiles, just don't link it to an animation node.