Author Topic: Wild Woods tileset  (Read 15074 times)

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Wild Woods tileset
« Reply #285 on: August 11, 2011, 04:59:49 pm »


               <shuffling the deck...>

henesua wrote...

I am talking about doing this while the module is running. As far as I know, you can not rearrange the hak order while a mod is running.


Ah! But if I make separate seasonal modules, then I rearrange the hak order for the different seasons and simply (Hah!) store the henchman/game state in the NwN db (Looking hard @ MBHK :-) And the improved battle ai... and...), Jump to new module, retrieve state and go. Right?

<...and sometimes dealing from a not-so-full deck>
               
               

               
            

Legacy_Builder_Anthony

  • Hero Member
  • *****
  • Posts: 786
  • Karma: +0/-0
Wild Woods tileset
« Reply #286 on: August 12, 2011, 01:58:47 am »


               I dont see why it wouldnt Your just transfering stuff over and the player would still have the same charater.But im not 100 percent sure.
               
               

               
            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Wild Woods tileset
« Reply #287 on: August 28, 2011, 05:27:53 pm »


               

_six wrote...

Calvinthesneak wrote...

It's not too hard to add a hak to the list and create an altered doortypes.2da (and possibly genericdoors.2da)

In fact in this case, this hak doesn't use either doors 2da, and is pretty much guanteed to be compatible with everything else with no modifications needed unless someone deliberately named a tileset ttw01 just to spite me ':whistle:' Lets keep this topic related to the tileset itself, though.

Jenna WSI wrote...

You sure know how to break a girl's heart.

If I had a coin for every time I'd heard that... I'd have a coin. '<img'>



Question for you Six.  Maybe someone else can answer for me....  Added the tileset just fine, but when I am using the set, and place a "Mine Entrance" in the cliffside group, when I pull up the properties for the door, I get a message about selected model doesn't exist, please choose another.  It's lying since the model is plainly visible, and the door works fine in a test.  Is it a problem with my genericdoors.2da or doortypes.2da, or the .set file that I'm getting such an error?
               
               

               
            

Legacy_Builder_Anthony

  • Hero Member
  • *****
  • Posts: 786
  • Karma: +0/-0
Wild Woods tileset
« Reply #288 on: August 28, 2011, 06:25:54 pm »


               I have seen that error as well its the big double doors.
               
               

               
            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
Wild Woods tileset
« Reply #289 on: August 28, 2011, 06:43:07 pm »


               No idea, most custom tilesets I've seen have this 'error' too. It may be that a dupe entry in doortypes.2da would make it go away but since it does no harm other than bring up an error message (it goes back to being fine once you've hit OK, and doesn't cause any actual issues) I'm not inclined to add a doortypes.2da and reduce compatibility just to fix an error that doesn't exist per se.
               
               

               
            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Wild Woods tileset
« Reply #290 on: August 28, 2011, 08:59:48 pm »


               Yep, no worries Six.  I was just curious what caused it and if there was an easy fix.  Doesn't seem to cause any issues so I won't worry about it.
               
               

               
            

Legacy_Vivienne L

  • Full Member
  • ***
  • Posts: 130
  • Karma: +0/-0
Wild Woods tileset
« Reply #291 on: March 08, 2012, 09:01:41 am »


               Has anybody made any prefabs with these tilesets?
               
               

               
            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
Wild Woods tileset
« Reply #292 on: July 06, 2012, 04:05:12 am »


               The wheels begin to turn once more.
               
               

               
            

Legacy_Hekatoncheires

  • Full Member
  • ***
  • Posts: 219
  • Karma: +0/-0
Wild Woods tileset
« Reply #293 on: July 06, 2012, 04:18:56 am »


               coniferous forest? '<img'>
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Wild Woods tileset
« Reply #294 on: July 06, 2012, 04:27:50 am »


               Too much good news in one day is gonna overwhelm me.

So ... this is an idea I've been thinking about, but am not sure how practical it would be and thought I'd run it by you since you mention that you have winter versions of the wild woods textures lying around.

Is it feasible to create a seasonal change in a tileset via tilemagic? For example if you made winter and summer tiles that looked identical in all ways except for the seasonal aspect, could you set up your tileset to only be summer by default, but then put all the winter tiles in a VFX file and then dynamically change seasons for an area? Would this give you the best of both worlds by keeping the tileset "small" in terms of load times etc... BUT also enable dynamic seasonality?

Just a crazy idea I had about tile magic. Not sure if it is feasible. And not suggesting you do this. But I am interested in hearing your opinion on it. I'm not a tilemagic expert and I don't know exactly how swapping one tile with another works.
               
               

               
            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
Wild Woods tileset
« Reply #295 on: July 06, 2012, 05:14:53 am »


               Tile magic involves putting a tile model name into a 2da and spawning it in as a visual effect via nwscript. It doesn't replace the tile, only places on top of it. It's also quite limited in terms of what you can achieve (eg no envmap work).

A workable way to use it might be to create the entire tileset as walkmesh only, using clever scripting to spawn in the specific tile models you want as vfx. Or you could do the same thing with placeables. However, non-static placeables disappear a certain distance from the player, and they'd need to be non-static for that kind of purpose. Not sure if vfx have a max draw distance or not.

Either way you would not be able to see the area in toolset and it'd take a long time to set up, having to use waypoints to create effectively an array of individual tile names and locations. Possibly laggy as hell too, the engine uses a different render path for static tiles and placeables to dynamic objects.


Edit:

One method I think is not a bad one, is to provide a set of accompanying seasonal texture overrides as part of the main download. You can then swap them on and off on server side and be assured players will have the content. I might actually look into doing this. Going to have to redo the textures though as recent developments have made Wild Woods take a turn for the (IMO) slightly prettier.
               
               

               


                     Modifié par _six, 06 juillet 2012 - 04:18 .
                     
                  


            

Legacy_KlatchainCoffee

  • Sr. Member
  • ****
  • Posts: 372
  • Karma: +0/-0
Wild Woods tileset
« Reply #296 on: July 06, 2012, 08:05:22 am »


               Wow, that's great news!

A coniferous or even 'jungle' set of tiles would be amazing as well as any seasonal variation, but for something a little less labour-intensive (from someone who's built stuff with existing version) -

- walkable canyon floors
- de-shrubbered forest floor rotation tile.
- an extra 'water tile type' (a bit like the bioware forest has).

Something that simulates actual 'tree-climbing' would be amazing too (I'm thinking of something simple, like sticking _small_ bits of walkable mesh high up above the ground (similar to the tiny but usable crow's nest on the carrack ship feature) that would not interfere much with the ground-level walkmesh and could be accessed via triggers and transitions. Makes me think of the way Bilbo had to climb to the top to get their bearings in Mirkwood in the Hobbit. '<img'>
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Wild Woods tileset
« Reply #297 on: July 06, 2012, 03:09:59 pm »


               <fidgeting...>

_six wrote...
...
One method I think is not a bad one, is to provide a set of accompanying seasonal texture overrides as part of the main download. You can then swap them on and off on server side and be assured players will have the content. I might actually look into doing this. Going to have to redo the textures though as recent developments have made Wild Woods take a turn for the (IMO) slightly prettier.

How would you do the swap server-side? I'm *quite* interested.

I'm really hoping something will come out of Virusman's texture replacement functions. Then all you'd need is to swap the texture as the season changes. You could even stagger the change to both reduce load and to provide a more natural progression of the seasons. Have snow melt to bracken, flowers bloom in bracken, bracken green to grass, etc.

<...as the wheel turns>
               
               

               
            

Legacy_gutwrench66kg

  • Sr. Member
  • ****
  • Posts: 278
  • Karma: +0/-0
Wild Woods tileset
« Reply #298 on: July 06, 2012, 06:18:51 pm »


               Rolo: It would be as easy as putting the textures into different files, and simply rotating the load order...

Using made up names for files, if your load order was

autumn.hak
spring.hak
summer.hak
winter.hak
~wildwoods.hak

one could re-order them and put the winter.hak file to the top in the builders module, and the areas built with Autumn textures will re-texture to winter.
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
Wild Woods tileset
« Reply #299 on: July 06, 2012, 09:24:57 pm »


               Six, you really have to do that. in my experience i had only ++++ and not a single - from doing it.
Consider also the possibility to override not only textures, but also entire tiles: an ice terrain that shows only in winter, for example. imagine an unreachable island in the middle of a lake that suddenly becomes connected to the land just cuz of ice '<img'> and this is just 1 idea!
also placeables can be made seasonable of course, flowers that show up in spring, fruits over the trees, corn, snow mounds, etc etc etc etc
also, i havent been reported of a single issue server side for the entire life of cormanthor pw, so yes, thats safe and clean