The problem with tilefade is its implemented in a bludgeoningly oversimplistic way in the engine. The designers of NWN didn't seem to have considered anything with the scope of TNO, or the kinds of tilesets made by myself, LR, Worms etc would ever be created. Which is fair enough, although from some discussions I've had with folks I have the impression the vision the producers and designers had for NWN's areas was bigger than what their tilesets ultimately allowed.
The basic problem is that tilefade occurs on tiles closest to the player regardless of whether the meshes being faded are above or below. So if TNO had tilefade, you would not be able to walk on the castle roofs. Because
standing on a castle roof is the very trigger that the game uses to
fade the castle roof. Ergo, the floor vanishes from beneath your feet.
It's ironic that its the unique selling points of tilesets that generally come around to be the reason no one will use them. Though in the case of TNO's pathfinding issues, the set of hill/ridge tiles are the biggest culprit IMO, the same applying for the hill crosser that got made for BW rural. I tend to just avoid those and never run into enemies getting confused, even if the player movement can still be a bit hit and miss.
Modifié par _six, 15 juin 2012 - 07:05 .