Author Topic: tilesetedge.2da  (Read 484 times)

Legacy_YeoldeFog

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tilesetedge.2da
« on: November 25, 2013, 12:08:16 pm »


               Hi there!

I've made some modifications on Six's WildWoods tileset (hope it's alright Six?!). I've changed one of the forest tiles into an empty tile with just some grass without the trees (because I didn't knew how to add one extra tile).

Now, everything works fine except the edges, that still show the forest. How do I change the edge.2da file so that the specific tile "ttw01_a04_08.mdl" don't show trees at the edge.

This is the 2da file.


2DA V2.0

   Corner1   Edge      Corner2   Height Model    
0  Woods     ****      Woods     0      ttw01_z01
1  Woods     ****      ****      0      ttw01_z01
2  Woods     Path      Woods     0      ttw01_z02
3  Woods     ****      Chasm     0      ttw01_z03
4  Chasm     ****      Chasm     0      ttw01_z04
5  Chasm     ****      ****      0      ttw01_z04
6  Woods     Stream    Woods     0      ttw01_z05
7  Chasm     Stream    Chasm     0      ttw01_z06
8  Woods     ****      Meadow    0      ttw01_z07
9  Meadow    ****      Meadow    0      ttw01_z08
10 Meadow    Stream    Meadow    0      ttw01_z09
11 Meadow    ****      ****      0      ttw01_z08
12 Woods     ****      Cliffs    0      ttw01_z10
13 Cliffs    ****      Cliffs    0      ttw01_z11
14 Cliffs    ****      ****      0      ttw01_z11
15 Chasm     ****      Cliffs    0      ttw01_z12
16 Chasm     Bridge    Chasm     0      ttw01_z13
17 Woods+    ****      Woods+    1      ttw01_z01
18 Woods+    ****      ****      1      ttw01_z01
19 Woods+    Path      Woods+    1      ttw01_z02
20 Woods+    Stream    Woods+    1      ttw01_z05
21 Woods     Wall      Woods     0      ttw01_z14
22 Woods+    Wall      Woods+    1      ttw01_z14
23 Woods+    ****      Woods     0      ttw01_z15
24 Woods     ****      Water     0      ttw01_z16
25 Woods+    ****      Water     0      ttw01_z17
26 Water     ****      ****      0      ttw01_z18
27 Water     ****      Water     0      ttw01_z18
28 Water     Bridge    Water     0      ttw01_z19
29 Water     Path      Water     0      ttw01_z20
30 Water     ****      Cliffs    0      ttw01_z21
31 Woods     ****      Thicket   0      ttw01_z22
32 Thicket   ****      ****      0      ttw01_z23
33 Thicket   ****      Thicket   0      ttw01_z23
34 Woods     ****      Manor     0      ttw01_z24
35 Manor     ****      ****      0      ttw01_z25
36 Manor     ****      Manor     0      ttw01_z25

Thanks!

/T
               
               

               
            

Legacy_Zwerkules

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tilesetedge.2da
« Reply #1 on: November 25, 2013, 04:27:05 pm »


               Do you want the trees to disappear for every forest edge, or only next to the tile you changed?
The latter is only possible if you make a new terrain type for forest without trees.
Otherwise you'll have to edit ttw01_t01.mdl, too, so the trees on that tile are gone.
It will still look strange because tiles with crossers through the forest and other terrain types next to it will still have trees.
               
               

               
            

Legacy_henesua

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« Reply #2 on: November 25, 2013, 07:26:49 pm »


               post a screenshot of your new tile.
               
               

               
            

Legacy_YeoldeFog

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tilesetedge.2da
« Reply #3 on: November 25, 2013, 08:09:23 pm »


               

Zwerkules wrote...

Do you want the trees to disappear for every...


I want thre trees to disappear only next to that specific tile. And I was afraid of that,  it's over my head to do changes like that.

henesua wrote...

post a screenshot of your new tile.


Here is the tile in the toolset: www.erebaltor.se/sc/wildwoods2.jpg
Here it is in game: http://www.erebaltor...c/wildwoods.jpg
And here is the tile: www.erebaltor.se/sc/ttw01_a04_08.mdl
               
               

               


                     Modifié par YeoldeFog, 25 novembre 2013 - 08:12 .
                     
                  


            

Legacy_Zwerkules

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« Reply #4 on: November 25, 2013, 09:03:46 pm »


               You would have to make a new 'no trees' crosser to do what you want to do. You'd need one tile with the crosser starting at the 'north' end of the tile and and edge tile plus the entries in the edge.2da, the set and the palette. That would be enough.
               
               

               
            

Legacy_YeoldeFog

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« Reply #5 on: November 25, 2013, 09:50:29 pm »


               I have no idea how to do this. It's way over my head. But thank you for the information Zwerkules!
               
               

               
            

Legacy_henesua

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« Reply #6 on: November 26, 2013, 03:36:21 am »


               looking good.

to add this tile as a separate tile we'd need to edit the set file. not a bad idea. We could create a new terrain maybe or expand on teh meadow terrain. I'd need to thinkabout how to handle it technically, but this would be a nice addition to the tileset.
               
               

               
            

Legacy_YeoldeFog

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« Reply #7 on: November 26, 2013, 09:31:34 am »


               

henesua wrote...

looking good.

to add this tile as a separate tile we'd need to edit the set file. not a bad idea. We could create a new terrain maybe or expand on teh meadow terrain. I'd need to thinkabout how to handle it technically, but this would be a nice addition to the tileset.


Wow thank you. Just tell me if there is anything I can do to help you?
               
               

               
            

Legacy_YeoldeFog

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« Reply #8 on: November 29, 2013, 06:36:02 pm »


               Henesua: Have you found a solution do this? Can I assist you somehow?
               
               

               
            

Legacy_henesua

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« Reply #9 on: November 29, 2013, 07:37:02 pm »


               Yeoldefog, i haven't been working on this. My current list of tasks is still quite long. Sorry.
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #10 on: November 30, 2013, 09:57:01 am »


               Zwerkules was so kind to write it out for me some time ago (thanks again, Zwerk!).
Note: This is for a terrain tile, not a crosser (I've not done crossers, yet...).

And you need to add a new terrain to be able to add a new edge model.

Edit 1: I forgot the TERRAIN TYPES-count.
Edit 2: Remark: This only handles one (terrain) model.

This is, how it was working for me (I copied those entries from an existing terrain and replace according entries with my own)
You need an already existing terrain and add 6 tile-settings, where your new terrain can be connected to an existing one.

Open the set file (eg. in a text editor) and raise the TERRAIN TYPES-count:

[TERRAIN TYPES]
Count=[former value + 1]

And add a new terrain count after the last entry (raised by 1):
[TERRAIN32]
Name=floor_flat_sum
UnlocalizedName=floor_flat_sum

Remark: 32 was the count in my case.

----

In this case, "wf_su_s40_01" is my new terrain model.
"Grass" ist the already existing terrain, "floor_flat_sum" my new one.
Writings with a * are remarks, so don't use them in the set-file!


*1 All new terrain*
[TILE257]
Model=wf_su_s40_01
WalkMesh=msb01
TopLeft=floor_flat_sum
TopLeftHeight=0
TopRight=floor_flat_sum
TopRightHeight=0
BottomLeft=floor_flat_sum
BottomLeftHeight=0
BottomRight=floor_flat_sum
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
(*Rest of the entries removed = ...*)

*2 New terrain TopLeft,TopRight + BottomRight*
[TILE258]
Model=wf_su_s40_01
WalkMesh=msb01
TopLeft=floor_flat_sum
TopLeftHeight=0
TopRight=floor_flat_sum
TopRightHeight=0
BottomLeft=Grass
BottomLeftHeight=0
BottomRight=floor_flat_sum
BottomRightHeight=0
...


*3 New terrain TopLeft + BottomLeft*
[TILE259]
Model=wf_su_s40_01
WalkMesh=msb01
TopLeft=floor_flat_sum
TopLeftHeight=0
TopRight=Grass
TopRightHeight=0
BottomLeft=floor_flat_sum
BottomLeftHeight=0
BottomRight=Grass
BottomRightHeight=0
...


*4 New terrain TopLeft + BottomRight*
[TILE260]
Model=wf_su_s40_01
WalkMesh=msb01
TopLeft=floor_flat_sum
TopLeftHeight=0
TopRight=Grass
TopRightHeight=0
BottomLeft=Grass
BottomLeftHeight=0
BottomRight=floor_flat_sum
BottomRightHeight=0
...


*5 New terrain TopRight + BottomLeft*
[TILE261]
Model=wf_su_s40_01
WalkMesh=msb01
TopLeft=Grass
TopLeftHeight=0
TopRight=floor_flat_sum
TopRightHeight=0
BottomLeft=floor_flat_sum
BottomLeftHeight=0
BottomRight=Grass
BottomRightHeight=0[
...


*6 New terrain BottomLeft only*
[TILE262]
Model=wf_su_s40_01
WalkMesh=msb01
TopLeft=Grass
TopLeftHeight=0
TopRight=Grass
TopRightHeight=0
BottomLeft=floor_flat_sum
BottomLeftHeight=0
BottomRight=Grass
BottomRightHeight=0
...

Save your set-file.

----------------------------------------------------

Next, you have to edit the according itp-file and add the new terrain to it:

Open your according itp-file. I use:
Modified GFF Editor
Author: roboius
http://nwvault.ign.c...r.Detail&id=247


Unfold "main" and "2" (I'm not sure, if "2" is always the place for terrain entries - you need to investigate).
Right click on "2" and choose "Add [User-defined Struct:0]".
A new number will be added.
Right click on the newly created entry and choose "Add [CExoString]".
Under "Field ID" enter "NAME" and into the large field below, you enter the name, which is to be shown, when adding a terrain in the toolset. Example: Floor - Grass (Flat) [Autumn_Forest]
Right click on the newly created entry and choose "Add [CResRef]".
Under "Field ID" enter "RESREF" and into the large field below, you enter your new terrain entry of set-file:
In my case, set-file was "Name=floor_flat_sum" (see all the way to the top of this tutorial), so it's "floor_flat_sum" here in the itp, too.

Save your itp-file.

----------------------------------------------------
Now a new edge entry:

Open your edge.2da.
I added the 3 lines to the bottom, where "wsf10_S01_04x" is the model diplayed as edge:
228     floor_flat_sum            ****              floor_flat_sum        0                 wsf10_S01_04x
229     floor_flat_sum            ****   ****                               0                wsf10_S01_04x
230     floor_flat_sum            ****               Grass                          0                  wsf10_S01_04x

Hope, that helps.
The One Black Rider, Nov. 2013.
               
               

               


                     Modifié par TheOneBlackRider, 30 novembre 2013 - 05:32 .