Ok, little late to this thread, so please accept apologies for whatever miss=understandings I may have or cause.
1) <snipped as erroneous, sorry>
2) You guys are all talking about directly editing the .wok file. This ONLY works in a server environment. For local, single player stuff, the engine completely ignores the .wok file and directly uses the wok data from the .mdl file instead. Also remember that any edits to the seperate .wok file are NOT saved or read by any of the importer(s) for 3ds.gmas, they completely ignore the .wok file and generate the data ONLY from the wok data stored directly in the .mdl file.
This was all done by request from the PW groups way back around 1.3 or so patch for nwn. Prior to that point, the wok data was ignored by the server, and read directly from the .mdl file. This allowed players to modify their own local copy of the individual tiles in an area by editing the main .mdl file and wok data, thus allowing them to bypass locked doors, blocked pathways etc... after that patch, the .wok file become very important to PW admins, and the game itself (only in a server environment). Thus preventing players from actually modifying a given .are in a server environment using their override folder etc... keeping the PW safer from hacking.
<snipped as erroneous, sorry>. I know there is a console command to display woks in game, but it makes displaying the .are file take longer, and also makes the scene very ugly to look at. Funtional per se' but horrible to actually see.
It would seem to me that displaying the actual texture applied to growin grass would be problematic in several ways... One, grass grows taller according to how long the PLAYER is in the game during any specific play through. It tends to re-start from shorter grass when the player has not played that particular mod in a while.... I am not possitive what controls this, and it has appeared to me to be somewhat erratic.
Using an "builders resource" override hak might make it easier, but would require the tileset author OR the PW owner to create tiles with specific NEW textures applied to whatever they wanted to highlight, and that would disappear from the players point of view if their copy of the override hak was empty or normal. Useful from a builoders point of view, but difficult/time consuming to create a duplicating but different override hak for the builder to use. There are several instances of tilesets that use this feature thoiugh, and they should make it fairly plain / simple to duplicate for any specific tileset, just a very time consuming option, and one that has to be carefully built.
Anyway, all of the above can be accomplished WITHOUT using NWNX etc, which might make it easier to use for folksw that are are not using intel type processors or windows OS.
Edited: Edited to remove some off the wall, leaked out of a brain on drugs, type of statements.
Modifié par Bannor Bloodfist, 27 septembre 2012 - 12:00 .