Author Topic: Some questions for Tileset designers.  (Read 561 times)

Legacy_the.gray.fox

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Some questions for Tileset designers.
« on: July 25, 2011, 07:06:55 pm »


               Hello.

I see the maximum Area size is 32x32 tiles
Wherein each tile is a square of 10x10 meters.

Can the 32x32 limit be exceeded? (though the 32x32 = 1024 hints me "No", I ask anyway).
Can it exist a tileset made up entirely of tiles of size 2x2 meters?
How many different tiles can be defined within the same tileset?

Is it possible to create, say, Themes within a tileset...?
... some tiles for Sand, some for Grass, some for Water, et cetera?

Is it possible to define tiles that use different texture sets but that share the same geometry?
Or must every tile be coupled with its own (even if duplicate) geometry?

How many Features can a tile have?

Thank you in advance.


-fox
               
               

               
            

Legacy_OldTimeRadio

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Some questions for Tileset designers.
« Reply #1 on: July 25, 2011, 08:19:35 pm »


               

the.gray.fox wrote...
Can the 32x32 limit be exceeded?

Sure, just make another area and attach the two!  '<img'>  32x32 is pretty big.  For instance, this tile group is just 15x16.  It's all about what you do with the space, IMO.

Can it exist a tileset made up entirely of tiles of size 2x2 meters?

Tiles, to everything I've seen, must be a specific size.  You could shrink or grow everything else in the world, though.  But that's not practical passed a certain point.

How many different tiles can be defined within the same tileset?

A lot, I imagine. The tile group I link to is almost 250 tiles plus maybe 20 more regular tiles I think.  Every single one of those is different.  Someone like Bannor would probably know what the limit of tiles is, if there is one.  I'd be interested to find out, too.

Is it possible to create, say, Themes within a tileset...?
... some tiles for Sand, some for Grass, some for Water, et cetera?

Sure, though I don't have experience in that myself.  Check out the tileset that came with 1.69 called Castle Exterior, Rural.  That's really a couple of tilesets in one.  Lord of Worms Seasonal Forest has a couple of different thems in it too, related to seasons.

Is it possible to define tiles that use different texture sets but that share the same geometry?
Or must every tile be coupled with its own (even if duplicate) geometry?

In NWN, for the most part, all geometry is mated with a specific texture.  So in your case if you have a tile which has a tree on it and you want the summer and winter versions, you're going to have to produce two tiles but the only difference would likely be the texture each uses.

How many Features can a tile have?

A feature is a single tile.  A group is a group of tiles. So...?

I wouldn't really call myself a tileset designer.  More like a tileset tinkerer.  There are lots of others who know more and will hopefully stop by to elaborate.
               
               

               


                     Modifié par OldTimeRadio, 25 juillet 2011 - 07:37 .
                     
                  


            

Legacy_Zwerkules

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Some questions for Tileset designers.
« Reply #2 on: July 25, 2011, 09:17:19 pm »


               

the.gray.fox wrote...
Can the 32x32 limit be exceeded?


It can, but shouldn't. I'd even suggest that you stay well below 32x32. Even if you use old low poly tilesets,
an area bigger than 16x16 will cause lag if you add all the NPCs needed to populate it and the placeables to add the details. If you just want a big area with nothing going on you could make it 32x32 or probably even bigger, but who would want to walk through such a big empty area?
Better split it into smaller areas and you can pay a lot more attention to detail.

Can it exist a tileset made up entirely of tiles of size 2x2 meters?


No, because of the walkmeshes. They have to be 10x10 meters.

How many different tiles can be defined within the same tileset?


At least 4000.

Is it possible to create, say, Themes within a tileset...?
... some tiles for Sand, some for Grass, some for Water, et cetera?


Yes it is, but the more different terrain types you have in one tileset, the more tiles you need to make the combinations of different terrains possible. For four terrain types you need about 72 tiles and that is without the possibility of raising terrain, without any variations and without any crossers.

Is it possible to define tiles that use different texture sets but that share the same geometry?
Or must every tile be coupled with its own (even if duplicate) geometry?


What could be done would be using the three animloops. Each could turn on one texture set and turn off the other two, This has however serious drawbacks.
The tile models would be very big, because they'd be three tiles in one.
You couldn't use the animloops for other animations any more, so no windmills, no smoke from chimneys, etc.
You can still only have one walkmesh per tile, so the walkmesh would only match one of three tile 'themes', so if it had grass, you'd see grass growing on sand for example.
So all in all it is not a good idea.

How many Features can a tile have?


I also don't know what you mean by this. Do you refer to the polygon count of a tile?
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #3 on: July 25, 2011, 10:24:28 pm »


               The 32x32 max size allowed via toolset is defined by Bioware.  It IS possible to create areas larger than this, but there are no GUI utilities to help you build it.  You have to manually add the tiles to an .ERF file then import the .ERF into the module.  Once that is done, you can NOT edit it in the toolset, at least not that specific area.

Not worth it anyway...  Test it yourself.  Build a 32x32 area, set your start location in far left, upper corner and place a placeable of some type in far right, lower corner of the area.  Hit F9 and see how long it takes you to "Run" to find that placeable... takes forever.

As others have mentioned, the larger the area, the bigger the lag gets, add NPC's, creatures, placeables etc, to make the area come alive, and you will be waiting for quite a while for the area to even load.  If it loads at all.

16x16 is the practical limit, most especially for a Persistent World environment.  On a single PC, you might be able to tolerate a longer load time for a given area, but in any situation where you have the nwnserver involved, folks will tend to just exit the game, instead of waiting for such a long load time.  It can even cause a server to crash.

Tiles are 10x10 meters, and that is absolutely required size.  As Zwerkules mentions, that is the size of the walkmesh (wok) of a tile, which defines what areas are walkable/passable in a given tile.  This is an engine requirement and there is no way around it.

As to "Themes" within a given tileset, sure, most of the later tilesets that have been created by the community, and even the sets in 1.69 have a large variation in the number of "terrains" that are available.  Any given tileset can have as many terrains as you want, but as has also been mentioned, the tileset count goes way up.

The engine requires a given number of tiles to define a given terrain.  So, flat grass, requires one tile.  Most builders/designers want a few variations of that though, so most tilesets have more than one.  Now, when you "raise" a tile, cliffs, or just the typical 5 meter raise of a Bioware set, you not only have to have that flat tile, but all the corner variations as well.  Flat on one corner, raised on the other 3, flat on two corners and raised on the other two, flat on 3 corners, raised on the 4th.  There is no tile for raised on all 4 as the engine takes the flat tile and raises the whole thing up.  

As you add terrain types, say water, you not only duplicate the original tiles but you have to make tiles that merge the two terrains together.  Flat grass on one corner, water on one corner, etc.  Now add raised terrain to the grass, and you have to add water that is below a cliff edge, water that joins on a corner of a cliff edge etc...

Want a road?  Roads. Streams, Walls, Fences, etc are all crossers.  They take a min of 5 tiles to define for a SINGLE terrain, say grass.  You have to have the wall ending halfway across the tile, straight.  We call that the "i" (lower case eye) tile, then you have to have a Straight wall that crosses the entire tile, Typically called an "I" (upper case eye) so that you can tell the difference... then you need corners, so a "T" for 3 corners, an "X" for all 4, etc.

Now if you add water terrains, you need a variation of the walls that coincide with the different combinations of water/grass tiles, so the numbers of tiles required just keeps going up.

You can have at least 4000 tiles in a given set.  That is a HUGE tileset though, and is NOT typical.   Most sets are lower than 800 tiles, in fact, most are lower than 500.  The larges tileset that Bioware ever released, the Castle Exterior, Rural (Called TNO by older fans) is 1260 some tiles.  That is a HUGE set by most standards.  However, when you start building with it, you might not see the reasons behind why it is sooo large.  It has 7 different terrains, and at least 9 different crossers to allow all the terrains, walls, streams, roads to connect.  

When you create an area with it, you don't have to know what tiles are being used, but those tiles DO have to exist.  So, you paint an area with grass, add a road, then decide that you want a stream to cross under the road...  You are talking about having to have an area that is at least 2x2, likely 3x3 to even get that started.  Plain grass, Plain grass with road, and plain grass with a road that has a stream going under it.  The road has to have ends, so that is 3 tiles, the stream has to have ends, that is 3 more, minus the variant that allows the road to cross over so that is 5 tiles just for a single bridge over a small stream on a short path/road.

Features/Groups are basically unlimited.  Groups are more than one tile that paints at the same time... groups CAN re-use tiles that are used by other groups, provided that the first tile in the group list is not the same.  So, say one corner has to always be different but the other 3 corners can be the same or use the same tiles as other groups do.  You don't have to worry much about that though, as most tileset creators do NOT re-use tiles across multiple groups, it is much easier to manage when every group is defined by it's own tiles.

Groups seldom use the same tiles as a given terrain... they WILL require that a given terrain be present, IE grass to paint a farm down, or cobble to paint a merchant in a city etc.. But the actual tiles in the group are separate from that terrain.  So they add to total tile count.

As to having textures change... there are two ways to accomplish that.  One is to duplicate a given tile, and rename it, then re-texture it.  This doubles the tile count.  The other option is to have a separate hak with different textures, by the same names, available, and load/unload that hak.  This can NOT be done while in game though, and can't be done where you have two different areas with the same tileset using both textures, IE, one area using one, the other using the different texture.  What you are doing is "overriding" the textures in use.  A PW server can accomplish this by having two different versions of a hak available, and shutting down the server temporarily, changing the hak order or what haks are required, and then restarting the server... the player would have to have both versions of the haks available on his system, but only ONE would be loaded at any given time.

Neither of those two options are ideal.  Typically, a builder would just have two different tilesets available and build each area separately.
               
               

               


                     Modifié par Bannor Bloodfist, 25 juillet 2011 - 09:33 .
                     
                  


            

Legacy_s e n

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Some questions for Tileset designers.
« Reply #4 on: July 25, 2011, 11:51:18 pm »


               you can't have more than 4000 tiles on a set?
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #5 on: July 26, 2011, 01:02:00 am »


               

s e n wrote...

you can't have more than 4000 tiles on a set?


That is not what was said.

What was stated by two of us was that you could have at least 4000, no one has pushed it much beyond that.  4000 tiles is really about 2000 tiles too many anyway.  You get noticable lag on tilesets that are above 1000 as it is.  TNO as 1200+ and with the higher polycount, and increased texture sizes you are talking noticable lag with TNO as it is.

CTP_Babylon has 1321 tiles and contains 17 different terrains, with 13 crossers, MOST of which play very nicely together.  That is a tileset with just basic sand as the default terrain.  Sand, and water, with chasms, cliffs, etc...  If we had added grass, the tile count would likely have doubled, just in terrain tiles alone, even more if we had created groups that were duplicated for all the different terrains.

Anyway, as big as Babylon is, we still did NOT need 4000 tiles.  Likely wouldn't even with adding a green section of grassy tiles etc... would still be below 3k.  

Folks have already complained about load times with TNO and Babylon, I can't imagine having a tileset with 4k tiles with high polycounts and high res textures that people seem to be demanding more of these days.

Practically speaking, there is no reason for a tileset to have 4,000 tiles.  None.  It makes more sense to break it up.  You can't mix snow and summer terrains in the same area at the same time to have it look right anyway.  Why have 4 versions of the same tile, with 4 different season variations in a single hak and .SET file?  You are just increasing load lag time for no practical purpose... split it up, have 4 tilesets, one for each season.  You are not saving anything at all by having a single huge hak and .SET file.  In fact, you are making management of such a tileset a major pain, building with it requires a much larger ITP setup, which makes it just that much harder for a builder to find what he/she is looking for anyway.

Single hak download file?  No reason that shoiuld make an issue either, just package all 4 versions of the hak into a single archive... everyone packs things in Rar or 7z file archives anyway, so a single file download is still possible.  Heck, even a self extracting exe can handle multiple haks.  About the only practical reason to NOT do that, would be on a HUGE PW that has dozens and dozens of haks already and is worried about reaching the 50 hak limit.
               
               

               
            

Legacy_s e n

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« Reply #6 on: July 26, 2011, 08:59:37 am »


               hah ok
from what i know, tilecount doesnt influence area loading time nor is cause to video lag if you run the game from the machine that stores the module (server) but the loading issues with sets having more than 2000-2500 tiles come to client users, so thats an issue for pws but not for single player modules
               
               

               
            

Legacy_CID-78

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« Reply #7 on: July 26, 2011, 09:30:21 am »


               actually many tiles and with many terrain and therefore many terrain rules give a laggy toolset. Who want to build with a tileset that slow down the toolset so it takes seconds to see your modifications. or to see if the box will be green or red..

if no one builds with it, there won't be anything that can be laggy for the player.
               
               

               
            

Legacy_s e n

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« Reply #8 on: July 26, 2011, 10:14:27 am »


               true, fact is me and many others prefer working on versatile tilesets that allow to build (even with toolset lag) with fantasy than using a 2 tiles of grass tileset, since your patience will be rewarded on the output; not saying the bigger lag in toolset is not caused by tilecount but by the single tile size, so if you aware of this, with a bit of experience you can easily avoid such lags
               
               

               
            

Legacy_the.gray.fox

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« Reply #9 on: July 26, 2011, 12:17:20 pm »


               I thank you -- everyone.

Your responses are so exhaustive that I do not have other questions.
Sadly, that means that my upcoming project is dead.
I was still in the probing phase, so I have not wasted many hours on it -- lucky me.

The questions I made were for key features I required.
Alas, all are mandatory and pretty much none is practical -- or even possible.

The inability to have tiles of 2x2 is the main "project stopper".
But even if that could be worked around, there would be more stoppers lurking past it.


-fox
               
               

               


                     Modifié par the.gray.fox, 26 juillet 2011 - 11:18 .
                     
                  


            

Legacy__six

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« Reply #10 on: July 26, 2011, 07:04:21 pm »


               Nonsense!

To be honest, if you're insistent on the 20m x 20m tiles, just create the tileset consisting of 2x2 tilegroups, and paint them down manually rather than using terrains (look at how the CCS tileset works for an example of that using 1x1 tiles - though the CCS tileset does a really bad job of it admittedly). I actually think 10 metre tilesets are way too large, myself. Because you can create geometry to a size of any multiple of one tile, so if one tile is big to begin with, you have no options to go smaller. But if one tile is small to begin with, you have lots of room for maneuver.

That said, unless your intended project is quite simply a tileset of 2x2 tiles as an experiment, then frankly I think you're being more than a little defeatist, completely unnecessarily. Would you care to explain what exactly you have in mind?
               
               

               


                     Modifié par _six, 26 juillet 2011 - 06:06 .
                     
                  


            

Legacy_s e n

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« Reply #11 on: July 26, 2011, 07:27:21 pm »


               in fact i think he means 2m x 2m
               
               

               
            

Legacy__six

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« Reply #12 on: July 26, 2011, 07:29:50 pm »


               Oh, er, excuse me being blind '<img'>

In that case, I'd still like to know why this is an issue. If he's planning to model everything himself and its for a highly specific project, he might be better just modelling the entire area as a single group. That way, you'd avoid the really blocky look that 2 metre tiles would give you too.
               
               

               


                     Modifié par _six, 26 juillet 2011 - 06:32 .
                     
                  


            

Legacy_the.gray.fox

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« Reply #13 on: July 29, 2011, 11:22:50 pm »


               Forgive me, I did not notice these last replies earlier.
And do not worry, _six, there is nothing to excuse.

Hm. To model a whole Area as a single Group...
The project was highly specific indeed -- And I am crazy enough to go as far as to model all that for real.
But...

Do you mean __a single group of tiles__? As in a group of 3x3 tiles (each of 10x10 meters, so making it a complex of 30x30 meters) that you paint in 1 shot, but ultimately they still are 9 separate tiles?

-OR-

Do you mean a single _huge_ Tile that covers the entire Area surface?
As in _one_ single super-Tile of size 512 meters by 512 meters that would _be_ the whole Area of play. Then -internally- my scripts would "split" that much surface into logical tiles of 2x2 meters size, so carving a grid of 256x256 square tiles out of it?

Which of the two can be done?
For the record, the maximum Area size I require is of 256x256 _tiles_.
Keeping in mind that each _tile_ would be 2x2 meters, that would make an Area as big as 512x512 meters.
At best I could drop to 240x240 tiles (480x480 meters).
(but I could further cut on the meters by reducing the logical tile size, maybe to 1.5x1.5 meters)

Could a tileset this peculiar be handled by NWN without killing the performance nor crashing?
That would incidentally spare me the use of a miriad of objects across the Area, easing by far the load on the CPU.

If it matters, my logical tiles would not need much geometric detail.
And their textures too do not need to be photorealistic.


-fox
               
               

               
            

Legacy__six

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« Reply #14 on: July 29, 2011, 11:49:41 pm »


               Rather than directly answer your questions (because I still have no clue why you're planning on doing any of this, so probably can't say much useful), here are your limitations

1. All individual tiles must be 10 metres
2. Walkable area can be no larger than 32x32 10 metre tiles, regardless of what you do
3. It is fully possible to model a full group in one piece, attach it to a single tile, however...
4. Every tile needs a walkmesh, and that walkmesh must only cover that specific tile

So if you make a huge mesh, you'd need to cut the walkmesh up into 10 x 10 pieces, and attach each of those to a separate aurorabase, then add those as a group. You could theoretically make the mesh extend beyond those tiles as far as you like, but it can't be walkable.