Author Topic: Has anyone been able to mod Toolset?  (Read 8808 times)

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #165 on: August 09, 2012, 12:01:05 am »


               That sounds promising. I can wait. Good luck with the interviews.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #166 on: September 26, 2012, 04:57:01 pm »


               OK last bump on the above request for an INI setting that would turn on WOK rendering in the toolset. I'm hoping you have time for this, Virusman. If not, I understand and will let this drop.
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #167 on: September 27, 2012, 08:58:14 pm »


               http://data.virusman..._aabb-1.0.0.rar
               
               

               


                     Modifié par virusman, 27 septembre 2012 - 07:58 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #168 on: September 27, 2012, 09:05:15 pm »


               Oh ... My !

I'll test this out. Virusman, you've done me an enormous favor! Thank you.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #169 on: September 28, 2012, 01:53:19 am »


               Thank you so much, Virusman. This is an incredible help, saving me countless hours of painstaking work to get terrain effects from grass.

Before:
'Posted

After:
'Posted
               
               

               
            

Legacy_nwnsmith

  • Full Member
  • ***
  • Posts: 125
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #170 on: September 28, 2012, 06:56:07 pm »


               henesua, would you be willing to provide a legend on what the different colors mean?
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #171 on: September 28, 2012, 07:38:36 pm »


               I don't know exactly what the different colors mean as I am no WOK mesh expert. I've never made one. But I think many other tileset experts know.

However I've discerned the following:
Light Green - GRASS sprouts from that triangle
Dark Green - totally walkable (like totally!)
Teal - appears to be walkable water (I mean it is walkable water in that area above, but I don't know technically what it means)
Red - Not passable. (does not block line of sight?)
Yellow - Not passable (blocks line of sight?)

All that said... we need an expert in this house.
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #172 on: September 29, 2012, 05:29:09 pm »


               Well, finally a reason for me to attempt to get NWNTX running on my system, never actually found a reason prior to this as I don't host games/pws so never could really use the extra bits.

As to the colors chosen... I would say that Virusman would be the only one that could answer that, as it appears differently inside of GMax or 3dsMax.  I have also never seen two different "grass" types inside of 3ds.  So, not real sure why you would have that here either.  There is only "grass" = type 3, as an option in 3ds/Gmax.  This is a single shade of green that displays inside of both programs.  Dirt = 4, which always displays brown, etc.  Water can have two shades, the light blue = walkable and dark blue = deep water/unwalkable.

Anyway, it appears that Virusman is using a slightly different color scheme, likely to help it show up a bit better with the underlying tile textures showng through.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #173 on: September 29, 2012, 09:29:54 pm »


               Bannor, these colors are identical to those shown during game play if you enter the renderaabb=1 command.
               
               

               
            

Legacy_ShadowM

  • Hero Member
  • *****
  • Posts: 1373
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #174 on: September 29, 2012, 09:41:29 pm »


               ok I think I read somewhere here I think that we can edit the nwscript with this system. Am I correct? Well I tested it out I trying to add all the sizes of creatures to the game by changing the defined size constants in nwscript then in the creaturesize.2da, appearance.2da I do this in the constant so that there a less chance of script call to the function do not error, I sure they still be some I have to find. When I changed the constants I got a number of errors in the nwscript. I want to put them in proper order in the creaturesize.2da too.

2DA V2.0

    LABEL        ACATTACKMOD  STRREF
0   INVALID                 ****           ****
1   FINE                       8               ****
2   DIMINUTIVE         4                ****
3   TINY                       2               ****
4   SMALL                   1               ****
5   MEDIUM                0               ****
6   LARGE                 -1               ****
7   HUGE                   -2              ****
8   GARGANTUAN   -4              ****
9   COLOSSAL        -8               ****
               
               

               


                     Modifié par ShadowM, 29 septembre 2012 - 08:48 .
                     
                  


            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #175 on: September 29, 2012, 10:01:48 pm »


               

henesua wrote...

Bannor, these colors are identical to those shown during game play if you enter the renderaabb=1 command.


Interesting, as I have not used that command in the past few years, so not at all familiar with what colors it displays...

However, I do remember that grass will not grow at all unless there are a minimum of "x" number of faces surrounding any single face that are all also set to grass.  That "x" number, which I can't remember, but I think it is maybe 3?  IE three faces in any direction away from the center of the one that grows?  Not positive on what that number actually is.  However, looking at the pic you provided, the number 3 doesn't seem to work in all directions, OR I am assuming that the lighter green is growing grass, when actually it is not?  Can't really tell from the image, you would have to tell me what you experience in game.

The yellow one for a type 2 face (obscuring, which blocks line of sight AND movement) confuses me, but a white color (which is what is displayed inside of max) would not display correctly in game anyway, so having yellow makes sense I guess.  As I previously mentioned, the light blue is what gets displayed in max for a shallow water type of face, so that makes sense in the pic you provided.

The red, is likely the purple that we see in max, which is a non-walkable, but NOT line of sight blocking and also lets arrows fly across etc.

I wonder if there is a .ini setting for that, although I would expect folks would already know what the colors mean if there was a .ini for that.  I think there IS a setting that can be changed in NWMax for that, but it is not easily accessible, and would NOT affect game play or toolset as it is only a setting for display inside of GMax/3dsMax.  I can't check any of this since I don't have NWN installed on this laptop, nor can I get it installed.  I also don't have 3ds installed here, although I sincerely wish I did... except I am stuck with this lousy touchpad for a mouse which is driving me absolutely insane... it is positioned right under space bar, which means when I am typing, my palms rest on it, and it keeps clicking buttons, opening/closing windows etc, driving me NUTZoid.

This is also a win7 laptop, in 64bit mode, so I would have great difficulty getting my copy of 3ds to install, and get the game/toolset to install... yes, I know it's possible, but I don't know all the hoops I have to jump through to get it to work, AND I don't have updated drivers for this lame vid card.  It was a great purchase for a NON-Gaming computer, but frustrating for me now.
               
               

               
            

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #176 on: January 10, 2013, 05:50:17 pm »


               Hello guys and gals. I am a little late to the party here and just started using this.

First off, great work! It was easy to install and displayed a marked improvement on opening and building times. I particularly like finding extra bugs and being able to compile include files with no void main '<img'>

However, I may not be understanding something or doing something wrong. When I build my module after changed to a library file it does not seem to update.

An instance from my workflow:

if my include/library file has
int nNum = 1;

then I update that file to read
int nNum = 4

build the module

any files that draw from that include file will still see nNum as 1.
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #177 on: January 10, 2013, 09:54:23 pm »


               Are you sure you're recompiling all scripts as part of the build process? "Scripts" checkbox must be selected in the Build window.
               
               

               
            

Legacy_FunkySwerve

  • Hero Member
  • *****
  • Posts: 2325
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #178 on: January 25, 2013, 06:35:06 pm »


               Looks like NWNTX won't run script searches for me on my new install - I was trying to find a bic deletion routine to answer another post in this forum, and it blanked on me. I noticed that it was firing off a warning about a missing registry key, doubtless because I 'installed' by copying over my install from my last computer, just as I did with it from my previous one, to avoid the hassles with Win 7 installation, as described in the Self-Help forum thread. I tried it with the regular toolset, and it works, so either something else is at play, or NWNTX lost a bit of functionality/flexibility there. Looks like I have to figure how to regedit it back, again...>< Any help on that note would be keen, as I do registry edits once in a blue moon... '<img'>

Funky
               
               

               
            

Legacy_FunkySwerve

  • Hero Member
  • *****
  • Posts: 2325
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #179 on: January 25, 2013, 06:39:51 pm »


               Scratch that, regular toolset now refuses to search as well, must be the registry key issue.

Funky