Author Topic: Tile Set Creator: Problem getting the right coordinates for my door?  (Read 368 times)

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0


               I pillaged through a bunch of tilesets and ripped out ships to put in a new tileset.  Some of the ships have door frames and I'm trying to add that door information into my new set file.  But when I add the door information to the tile using the helpers in TSC I get a door which is "off" (by both X and Y, Z is fine) in game.  Still basically within the same tile, though.  Orientation appears correct.

Is this a known issue with TSC or am I probably just doing something wrong?  I'm using Max 2011, BTW.  My WIP is a little weird and right now I have just the .SET file and models but no WOKs, if that makes any difference.
               
               

               
            

Legacy_ShadowM

  • Hero Member
  • *****
  • Posts: 1373
  • Karma: +0/-0
Tile Set Creator: Problem getting the right coordinates for my door?
« Reply #1 on: June 11, 2012, 03:50:04 pm »


               Is your door connect to a node? If so make sure the pivot piont location of the door matches the location of the node or the node will move it over on export.
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Tile Set Creator: Problem getting the right coordinates for my door?
« Reply #2 on: June 11, 2012, 11:46:18 pm »


               

ShadowM wrote...
Is your door connect to a node? If so make sure the pivot piont location of the door matches the location of the node or the node will move it over on export.

Thanks for the response, ShadowM!  I've got a few more to go, but the problem I was having was basically what you mentioned in the second sentence.  The ship in question was a caravel by Some_UX and while the model looked great, the moment I loaded it up and saved it off, a few things blew apart and things generally went to hell.  It turned out that some portions of the model needed to have their X-Forms Reset (via NWMax) with Safe Pivots ON and others with Safe Pivots OFF.  I still need to check and see if I blew off anything other than the rudder (I did a Safe Pivots OFF on all 3 tiles) but when I added my door helper and placed it in the frame everything worked in game on export.

Thanks!
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Tile Set Creator: Problem getting the right coordinates for my door?
« Reply #3 on: August 25, 2012, 08:47:22 am »


               Yep, Some_UX ships and other things he worked on, are VERY problematic.  He tended to link, then link to that, then link again etc... They blow up completely during import/export routines, but look great when using the originals.  Objects with multiple sub-objects, then linked to the anim node when not necessary etc, in his ships caused CTP lots and lots of pain when working on them.

Great artist, but he didn't fully understand the linking vs grouping issues.  Ie, he would link objects to each other so they could be moved around together INSTEAD of using the "Group" option in 3ds that allows the same thing, but will export correctly even if you forget to break the group.  A link, won't export correctly if multiple sub-objects link to other sub objects which are then linked to anim or base node...
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Tile Set Creator: Problem getting the right coordinates for my door?
« Reply #4 on: August 27, 2012, 03:09:59 pm »


               

Bannor Bloodfist wrote...
Yep, Some_UX ships and other things he worked on, are VERY problematic.  He tended to link, then link to that, then link again etc... They blow up completely during import/export routines, but look great when using the originals.  Objects with multiple sub-objects, then linked to the anim node when not necessary etc, in his ships caused CTP lots and lots of pain when working on them.

Thanks for the confirmation, Bannor.  Those were probably the most painful models I've ever had to work with and I thought I'd "seen it all" by that point.  Like all the worst potholes I step into, everything seemed so cut and dried at the outset.. 

"Oh, I'll just remove the water plane.  What could possibly be easier?"  ':lol:'
               
               

               
            

Legacy_Nevercallmebyname

  • Full Member
  • ***
  • Posts: 164
  • Karma: +0/-0
Tile Set Creator: Problem getting the right coordinates for my door?
« Reply #5 on: December 11, 2013, 07:58:32 am »


               There's a tileset creator?
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Tile Set Creator: Problem getting the right coordinates for my door?
« Reply #6 on: January 01, 2014, 11:59:34 pm »


               

Nevercallmebyname wrote...

There's a tileset creator?


Well, there is a tool called "Tileset Creator" that was created by Velmar.  What it actually does is allow you to manage the xxx.SET file of a given tileset or create a new one, with the various settings that you need to adjust or assign to every tile in a .SET.

You can find it here Velmar's Tileset Creator.  I haved used and loved that tool once I found it.  There are a few bugs in it, but nothing that is earth shattering.  It was never actually finalized, so there are "features" that are not implemented even though there may be a button for them.  IE it WILL allow you to add/remove tiles, and remove groups, but it will not allow you to create a new group.  To accomplish that, you first have to add the given tiles intended for a group into the xxx.SET file, save it, then edit that file in notepad to create a new group entry.  Save it again, then reload the new version back into TSC.