then they likely just copied over an old set and made edits to it to remove tiles they didn't think they needed.
To be honest, using an old set file like that is typically a mistake. Leaving large numbers of basically empty tiles is also a mistake. It can cause issues.
You can check your group definitions at the end of the tileset, if there are no groups using those empty tiles, you can sometimes remove them... here though you MUST be careful. If a group uses a tile numbered in the set file as tile number 99, but you have deleted tilenumber 98, you may have issues.
Gawd, that will be really difficult to try to explain.
A .set file uses tile numbers for each tile, each tile uses a specific tilename. BOTH are required for that tile to be able to be used in game/toolset. Deleting a number because it is not used is ok, but ONLY if you renumber all the remaining tiles AND edit the groups section to match up the correct tiles.
The game engine uses the .set file to find the PHYSICAL tile by it's referenced .mdl name, but it uses the tile Number to find that reference. A .SET is basically a 2da type file, but it uses multiple rows instead of columns to define the tile's data. Each tile number is the start of a 2da type line for reference. However, since it is NOT a real 2da file, you need some other set of tools to edit the .set file. You can use the various tools mentioned above, or you can just use notepad or whatever your favorite text editor is.
Using the above mentioned tools typically provides you with a GUI (Graphical User Interface) to make things easier to visualize, but it is still a text file that is written and used by the game. There is no compiler for the .set, it is not needed. There was no GUI provided by Bioware to edit .set files. Those types of utils were created by the community. Bioware also did not provide any tools to directly edit a tile.mdl file, but they DID provide some basic import/export routines that were then copied/modfied/improved etc by the community. (Nwmax, Veltools, TSC, MDA's tileset editor, all sorts of other stuff).
As far as .ITP editors (to bring this back on topic) I use a .tlk editor, I can't tell you which one I use since I am not at home. None of the various tools that I have fouind so far are real easy to use GUI types of programs. Each has plusses and minuses. Using a tlk editor for a itp editor is sorta confusing, but it works for me. It still requires an enormous amount of manual editing though. Copoy/Paste then edit type of steps. However, using the tlk editor can load the real .tlk file and allow you to find names for groups, features from the original bioware .tlk file.
The community has a mix/match of multiple tools that do various things. Some are better (by opinions only) than others at certain things, and can also be used to accomplish other things they may not have been intended for. There are various posts within these forums that list programs to do x and y, or other programs that will do y and z but not x. It is all a trade off.
Modifié par Bannor Bloodfist, 22 septembre 2012 - 12:43 .