Author Topic: Merging Overwrites?  (Read 620 times)

Legacy_cervantes35

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Merging Overwrites?
« Reply #15 on: April 21, 2012, 02:12:22 am »


               It must be that they were deigned that way so you could not see into the room thru a gap above the door and since it effects all tilesets even the standard bioware castle I would have to say its always been that way.

The first time I installed it the red elevation reared its ugly head as well so I removed all previously built castles areas and reinstall the hak and for some reason it did not show up when I started building new castle areas.

BTW this will not work with previously built areas.
               
               

               


                     Modifié par cervantes35, 21 avril 2012 - 01:32 .
                     
                  


            

Legacy_Leurnid

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Merging Overwrites?
« Reply #16 on: April 21, 2012, 03:05:18 am »


               That indeed seemed to solve the problem, thank you again for your efforts!

I followed your advice, but in my haste, did not build on the elevation.  I went in, added a corridor up the elevation, and tested it again, and found the red elevation indicator was back.

But please, do not waste any more time on this.

I think the project Q release is far more important than a minor cosmetic issue that is arising because I am using Q and non-Q material together  In a way it was not specifically intended.

I still think the round rooms and windows would be a good add for the Q pack, but I understand that content to be included must be vetted to a standard higher than my 'that looks cool' test.'<img'>
               
               

               


                     Modifié par Leurnid, 21 avril 2012 - 02:15 .
                     
                  


            

Legacy_cervantes35

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Merging Overwrites?
« Reply #17 on: April 21, 2012, 03:13:27 am »


               Let me know if there are any other small projects you would like help with.
               
               

               
            

Legacy_cervantes35

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« Reply #18 on: April 25, 2012, 12:00:07 am »


               Leurnid I have been working on adding a new crosser to the castle called hero's hall which is a double size corrider which I want to decorate with statues and banners the basic tiles are pretty much done just need more connectors I will try and post some picture in my profile under the castles project.

I also found while playing around with some of the castle tiles that the round tiles need work  texture mapping and geometry flaws so I will probably go ahead and fix these up as well.
               
               

               
            

Legacy_cervantes35

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« Reply #19 on: April 25, 2012, 12:11:07 am »


               Well I thought I was going to put up screenshots but for some reason all I get is a black screen when I do the screenshot so until I figure that out why screens will be delayed.
               
               

               
            

Legacy_Leurnid

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« Reply #20 on: April 25, 2012, 04:51:02 am »


               Seeing as you are returning to this thread (and I never got authorized for the project Q forums), I have a question/request about the Castle set elevation risers:

Currently, the corridor stairs (elevation crosser) require a flat length of corridor between corridor stair.

I believe it is the .set file that determines what tiles make valid neighbors; can that be modified to allow the stairs to run together without the need for a flat corridor crosser between elevation changes?
               
               

               
            

Legacy_cervantes35

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« Reply #21 on: April 27, 2012, 04:39:01 am »


               This is not possible because that is the way the tiles were created altering the set file will not allow what you want. In order to do what you want it would require new tiles to be created.
               
               

               


                     Modifié par cervantes35, 27 avril 2012 - 03:40 .
                     
                  


            

Legacy_Leurnid

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« Reply #22 on: April 28, 2012, 12:03:48 am »


               I'm sorry,  I wasn't very clear, and/or I don't understand how the tile models work

The elevation stair model in that set, tni02_x01_01, can only be placed adjacent to a regular corridor tile from the original tileset. The geometry of the tile would allow for tni02_x01_01 to be placed next to itself (either as a double ascent or an up-and-down), but currently, the toolset is not allowing such a placement.

Is that because of hooks embedded in the model, or is that a setting in another document?
               
               

               


                     Modifié par Leurnid, 27 avril 2012 - 11:04 .
                     
                  


            

Legacy_Bannor Bloodfist

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« Reply #23 on: April 28, 2012, 01:38:35 am »


               

Leurnid wrote...

I'm sorry,  I wasn't very clear, and/or I don't understand how the tile models work

The elevation stair model in that set, tni02_x01_01, can only be placed adjacent to a regular corridor tile from the original tileset. The geometry of the tile would allow for tni02_x01_01 to be placed next to itself (either as a double ascent or an up-and-down), but currently, the toolset is not allowing such a placement.

Is that because of hooks embedded in the model, or is that a setting in another document?


Tiles for NWN require a specific set of options.

1) 10x10 meters in size for each tile.  You can make a tile that "appears" smaller by blacking out sections, corridors do that with high walls and black surfaces up top, BUT the actual tile itself is still 10x10 meters in size, just wasting the black surface space for non use.

2) Each tile MUST define what tiles connect to it at the four corners, and if connecting to a crosser (your corridor is actually a crosser) must also define what crosser is connected to the middle of each side. 

So, by default, what you are attempting to do can NOT be done without creating NEW tiles as was mentioned above.  TO do that, you would have to create a set of elevation stairs that connects either to flat floor on top/bottom OR, narrow the stairs down so you could create two, side by side, that connects to the corridor using the normal settings.  Either way, you MUST create new tiles.


Now of course you still have to edit the .set file to create the option of using any new tile you need, so yes, you still edit the .set, but just editing the .set without making the tiles will not help you.
               
               

               
            

Legacy_Leurnid

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« Reply #24 on: April 28, 2012, 03:27:14 am »


               Ok, going out on a limb here, the reason this isn't happening isn't because the stair crosser is having problems, but because there isn't a terminating stair crosser defined (and a model is needed for that), so when one tries to run stairs up a steady incline, it balks because it can't figure out what to put on the slope above the current stair, because there is no stair terminator.

SO if I define a model that will act as that terminator, even if it's just a blank tile used as a decoy, this should work.
               
               

               
            

Legacy_cervantes35

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« Reply #25 on: April 28, 2012, 02:23:47 pm »


               This will not work either as the stair tiles in the set are corrider variation tiles. You would actually have to create a new stair crosser which would be a minimum of 5 new stair tiles that would interact with the corridor crosser tiles in order for this to work. You would not be able to use any of the corridor stair tiles for this purpose. The stair tiles were built specifically for the corridor crosser they do also interact with the doorway crosser so that you can place a doorway crosser tile at the top or bottom or both.
               
               

               


                     Modifié par cervantes35, 28 avril 2012 - 01:29 .
                     
                  


            

Legacy_Leurnid

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« Reply #26 on: April 30, 2012, 10:15:15 pm »


               Can one reuse existing models, create new tile definitions in the SET file with the needed params, or does one need to make all new models as well?

I think I have been using the syntax of tile incorrectly here, and that has been causing my confusion.
               
               

               
            

Legacy_cervantes35

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« Reply #27 on: May 10, 2012, 12:07:51 am »


               If you are still talking about the stair tiles new ones will be required as the Q tiles with the stairs contain a small portion of corrider at the top and the bottom of the tile and will never make continous stairs.

On another note I will be revising my castle hak adding yellow lab's round corner tiles and Steven Nispel's windows on top of the Q castles models so that it will not break anything previously made with the Q additions to the castle interior 2 tileset.

I will be adding in my hall crosser to the release with all new minimaps. Just as a guide Lernid this is a new crosser and I have completed 15 tiles thus far and will probably be creating an additional half dozen or more to have it play better in the tileset. This is typical when adding new crosser so as to interact with all the other terrains and crossers.

Hopefully in the future I can complete a roof for all the castles tiles but I will see as that would mean remodeling the 300 hundred or more tiles which will be in tieset when I complete my crosser.
               
               

               


                     Modifié par cervantes35, 09 mai 2012 - 11:10 .
                     
                  


            

Legacy_henesua

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« Reply #28 on: May 10, 2012, 01:08:50 am »


               I am very excited about these improvements, Cervantes! Wow.
               
               

               
            

Legacy_Leurnid

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« Reply #29 on: May 10, 2012, 03:11:43 am »


               

cervantes35 wrote...

If you are still talking about the stair tiles new ones will be required as the Q tiles with the stairs contain a small portion of corrider at the top and the bottom of the tile and will never make continous stairs...


I was never concerned with the landing at the top and bottom of the stairs... a continuous string of stairs tiles with small landings at the top and bottom of each tile was never an issue, it was the extra corridor tile between stairs I wanted to 'solve'. I was just hoping there was some clever tweak I would be able to make to a SET file to at least fake in the stairs. Unless I had found a really good 'fake', I wouldn't have been using the bogus stair/corridor elevated terminators in a finished layout, but just to get Aurora over the hump and able to place those stairs like I wanted... I haven't really given up on trying to do this, but I have too many irons in the fire and am trying to pace myself.

On brighter notes... 

The new tiles sounds impressive, and I am already concocting ideas of how to put them to good use.  Thank you for your dedication!
               
               

               


                     Modifié par Leurnid, 10 mai 2012 - 02:12 .