Technically, it CAN be accomplished, it is just a really major task.
You first have to export all the areas into a .erf
extract 3 files from the erf using erf.exe or nwhak.exe, that is, 3 files per area. They will be named according to area name in toolset.
One of those files will end in .git (this is the items file)
2nd file will end in .gic (creatures / npcs)
3rd is the .are (which is the physical layout of the area).
ALL 3 are in a binary format on export to the .erf, so they must be converted to human editable form, say .xml. and this is where it begins to get really difficult though. Now, you have to convert the 3 files into xml format, then do search/replace on tilenames in those 3 files.
ALL 3 files will have references to the actual tile in a specific area, so you have to do a search/replace on those.
Now convert back to the binary format from the xml, and then replace the files in the original erf with the new ones...
It CAN be done. I may not be remembering all the steps here though, and I can tell you from personal experience, that it is just not worth the effort. It ends up being more time consuming than just re-creating the area from scratch using the new tileset.
you would have to search for and replace all tilename references to the new tilenames used in your new/replacement tileset. (Best way to get those, is to rebuild your old area, minus all placeables and doors etc, just the area, in exactly same format. Then export that one too and convert the .are file to xml so you can read it.
Anyway, it CAN be done, it just truly is not worth the effort, and as others have mentioned, if the tilesets are not specifically flat, then your positions on all the placeables / doors / creatures etc, will have to be adjusted.
I think that re-importing the are file also locks the area, so it can no longer be edited, but I am not 100% positive on that, as I have not done this for about 4 years.
I have some scripts that I use to do most of the work for me to help CTP build our test areas, these scripts are run from within open office, and I think they may require some prolog to complete correctly. They also do NOT change tilenames, they were designed by OMB to help us generate tilename placeables on every single tile in an area that allows us to auto-generate test modules for our tilesets... well, semi-auto, a large amount of human interaction is still required.
Best bet would just be to put your energy into re-creating the area with a new tileset. Besides, that would also allow you to modify the area somewhat, as most of us end up with things that we might have wanted slightly different if we had thought about it before we 'completed' the area.
Modifié par Bannor Bloodfist, 14 septembre 2010 - 10:12 .