Chandigar wrote...
Bannor Bloodfist wrote...
a Tile in NWN is 10 meters by 10 meters. Period. If your objects are larger in either "X" or "Y" direction then you must slice them at the 10 meter mark. Height doesn't seem to be much of an issue, but 10 meter tall buildings are very rare, even in today's world with the exception of the bigger cities. (Yes, I know, there are arguments about that, but consider the reality of your own home, or your neighbors home, again, excluding bigger cities or apartment buildings etc).
Delurking to debunk this, it keeps getting repeated... models do NOT need to be 10m x 10m. If you have a 2x2 group of tiles, you can have a single 40m x 40m model linked to say.. the upper right aurorabase but the rest of the model can hang over, its not a problem at all.
Walkmeshes, on the other hand, definitely need to be 10m x 10m and centered on the aurorabase.
All the Aztec Redux groups were built as single large models with only walkmeshes and lights in most of the other tiles.
Sorry Chandigar, you are actually making this even more confusing, most especially for new folks.
Can a visible object hang over the 10meter limit... absolutely!
Can you use it? Nope, not unless you STILL create a 10x10 walkmesh, which MUST ABSOLUTELY have it's won mdlbase and tilename etc. (in other words, a tile)... you may choose to not have any visible objects attached, but the damn tile still MUST exist.
You can NOT have a wok(walkmesh) without having a unique mdl base (which IS the tile) associated with it. You can not extend a working walkmesh beyond 10x10. So, you must create that tile. Whether you choose to attach all of your visible objects onto a single mdl base, thus extending beyond the original 10x10 is totally up to you, but it won't work in game or toolset, unless you have the 3 other empty mdls, and, if you want main tile lights etc, they each MUST be attached to each individual mdl base. So, you still create the whole set of 10x10 tiles, but now you have to pay attention to what is attached to which mdl base etc.
Trying to teach folks how to do things incorrectly from the start, only adds to their confusion. Once some prosptective tile artist can handle a 10x10 tile, then they may be ready to experiment with extending objects beyond that 10x10 tile. This really comes in handy with foliage for trees along the tile(s) edges and it can come in handy with a single building that is larger than 30 feet (roughly 10 meters). However, the game, IN GAME, has issues with this. It defeats/breaks the visibility distance rules that the game runs with. Think fog. If you walk up to one of your buildings that is created as a single tile, with 3 blanks, a 2x2 group, and say it is rotated to a specific position which makes YOUR single tile still outside of fog distance, you could walk right into the wall, and never see it because the engine thinks that the building is still outside your visible range. You can't see it, but you can't walk further forward because the wall is not visible, yet the wok is active. Turn fog off, and it is not too much of a problem, other than increased lag that is caused by everything being visible. A 2x2 Group is probably not that big a deal, but a 2x3 or 3x3 or larger, WILL cause issues. Default fog distance is 45 meters, which means that when you walk up to the edge of one tile, you can see that full tile, and halfway into the next one (thus reaching that tile's center location or mdl base). So, a 2x2 group SHOULD show up unless you are approaching from one of the corners. A 2x3 or larger group, will not show up at all, with those default setings.