Author Topic: Including custom tile into module  (Read 512 times)

Legacy_werelynx

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Including custom tile into module
« on: December 09, 2015, 05:49:54 pm »


               

DISREGARD IT, WE DECIDED TO REBUILT AREAS


Inn of the Last Home - http://neverwinterva...t/inn-last-home


 


Udasu (and to some extent, me) are looking for a way to include it in the module (DL1, unreleased with CEP 2.6, some other non-tileset haks), but it crashes the existing areas - the ones with that tileset. Rebuilding areas is not an option.


Does anyone know how to avoid it? My idea would be to make duplicate tileset called differently that would apply only to new areas, but I don't know what to rename and to what?


I'm basically clueless and so is my pal, Udasu :|



               
               

               
            

Legacy_Proleric

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Including custom tile into module
« Reply #1 on: December 09, 2015, 10:30:19 pm »


               Are you adding tiles to the CEP Forest? If so, you will need to add the new tiles to the CEP .set and .itp files. IIRC the Tileset Group Tutorial has a good discussion of .set and .itp (you can skip the model-making steps).


If you're adding the new tiles to the Bioware Forest, check that the .set and .itp files are the 1.69 versions plus the new tiles, if not, add the new tiles to the 1.69 version. (Though judging by the date, that shouldn't be a problem).


I note it talks about merging with the Treehouse_susp hak, so you might need to integrate that, too.


Can't be sure this is why the module is crashing, of course.
               
               

               
            

Legacy_Udasu

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Including custom tile into module
« Reply #2 on: December 10, 2015, 01:29:34 am »


               

Thanks Proleric, Werelynx, I appreciate it. Merging the haks seems to erase the one place we're trying to put there (inn), and the toolset list crashing issue is still there. I can mod around it, though.



               
               

               
            

Legacy_Proleric

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Including custom tile into module
« Reply #3 on: December 10, 2015, 07:03:26 am »


               When it talks about "merging", it might mean that you need to edit the .set and .itp files so that they refer to all the Bioware tiles, all the CEP tiles, and both collections of custom tiles, in that order. In each case, you can only have one of those files per tileset, which needs to include all the tiles, ensuring that the numbering is consistent with existing areas (i.e. custom tiles added at the end).
               
               

               
            

Legacy_werelynx

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Including custom tile into module
« Reply #4 on: December 11, 2015, 07:55:28 pm »


               

I tried following your advice but we failed - the inn would have at least one missing texture in toolset.


Anyway Udasu said he will remake the areas.


 


The problem can be considered solved and topic closed.


Thanks for the help.