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 .