NowAndZen wrote...
Can Tilemagic only draw from the stock tilesets, or could it create bits from, say, Six's WildWoods or the expanded Project Q tilesets?
Standard Tilemagic draws upon rows in visualeffects.2da to use as VFX. Vanilla NWN (NWN without HAKs) has a number of rows in visualeffects.2da which use some tiles from the stock tilesets as VFX. If you are searching through the 2da search for "SCENE" and you'll find a number of these rows. Sunjammer found them all and included the row numbers as constants with descriptive labels in his
tilemagic include.
You can add additional tiles to visualeffects.2da. I have used a number of tiles from tilesets like Wildwoods and the various Project Q expansions. I've even taken tiles out of a tileset and removed unwanted elements from the tile, then saved it as a renamed copy. I've got a VFX now for just the flowers in the meadow tile from Six's wildwoods, lilypads from Rosenkranz's Immersive Swamp, a couple spectral trees from Six's spectral woods, just the water planes from several tilesets etc...
As I've mentioned above, I've explored all of this further and have decided that placeables are in many instances superior to VFX as a means to implement "TileMagc". Traditionally its been VFX, but a placeable version of a tile which also lacks a PWK can work as well. In this case you'd need to create a custom script which spawns the placeable in just the right position, rather than use the
vanilla tilemagic include and functions which spawns an invisible placeable in the center of a tile and applies a VFX to it.
At this point I think the VFX type of TileMagic would be best used with magical animations that synch with a given tile. For example lets say we have a ruined tower feature in a tileset. And on full moons an intact version of the tower rises in a ghostly mist on the spot. So you'd have a shimmery, silvery glowing tower overlaying the ruin, and this could be spawned with a tilemagic affect. Or a similar thing could be done with complicated light sources, and similar VFX animations on a tile. Since you can't turn animations in a tile on or off, spawning the animation as a VFX would work well.
Modifié par henesua, 19 décembre 2012 - 02:35 .