Author Topic: Camera movement with placeables and Edge Tiles  (Read 330 times)

Legacy_Valthrendir

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Camera movement with placeables and Edge Tiles
« on: December 28, 2013, 09:26:32 pm »


               It has been a while since I posted a topic but here goes:

I have been troubled by a rather annoying detail in my creation of the Mekillot Ram for the Dark Sun CCC of this month. The model itself and its .pwk work as intended. However, when the PC gets close to the placeable and turns the camera, the inside of the placeable can be seen (demonstrated below).

'Image

From my brief time in custom content creation in NWN2, I recall the existence of a camera collision box; offering greater control of possible camera movement. Since this does not exist in NWN1, I tried making a 3D .pwk and, on advice of mr. Rolo Kipp, I also tried giving the placeable an associated .wok. Both of these methods, if executed correctly, have been unsuccessful so far and I wondered if anyone can tell me what I need to know to prevent camera clipping through custom placeables.


My second problem is the following:
I have been looking into tile creation for a module that I am planning. In relation to this, I have been taking a look at the d20 modern city tileset. While the buildings look very american-ish (not fitting my setting), it uses some nifty ideas that I could incorporate.

'Image

However, for some reason the tileset is inconsistent in the use of edge tiles (shown above). I have stranded in my search for additional information about edge tiles, are there any knowledgeable tileset-creators that could give me a heads-up on how to edit EDGE tiles?
               
               

               
            

Legacy_TheOneBlackRider

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Camera movement with placeables and Edge Tiles
« Reply #1 on: January 01, 2014, 02:14:51 pm »


               Inside of placeables - I don't know of a camera collision mesh for NWN1 and atm have no idea on how to stop the camera from moving into a placeable. An idea could be to create a simple shape (like a box) inside of the placeable and texture black the inside walls. At least this way, you don't get the "look through" effect, when the camera is within the placeable.
But maybe somebody knows another solution to that.

Tile-edges: Look for the [NameOfTileset]_edge.2da:
(Example of the tno01_edge.2da)

      Corner1     Edge      Corner2     Height     Model
0      grass       ****      ****        0          tno01_z_0x00
1      grass       ****      grass       0          tno01_z_0x00
2      grass+      ****      ****        1          tno01_z_0x00
3      grass+      ****      grass       0          tno01_z_0x01
4      grass+      ****      grass+      1          tno01_z_0x00

The last entry (eg. tno01_z_0x00) is the model, which is diplayed as edge model. Either choose a differnt one and give it the same name as in the edge.2da or edit the edge.2da and replace the name with the name of your model.
               
               

               


                     Modifié par TheOneBlackRider, 01 janvier 2014 - 02:16 .
                     
                  


            

Legacy_TheOneBlackRider

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Camera movement with placeables and Edge Tiles
« Reply #2 on: January 01, 2014, 03:41:38 pm »


               Just uploaded 2 black boxes, which are also black on the inside:
http://neverwinterva...del/black-boxes
               
               

               
            

Legacy_Zwerkules

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Camera movement with placeables and Edge Tiles
« Reply #3 on: January 01, 2014, 05:36:18 pm »


               

TheOneBlackRider wrote...


4 grass+ **** grass+ 1 tno01_z_0x00


The last entry (eg. tno01_z_0x00) is the model, which is diplayed as edge model. Either choose a differnt one and give it the same name as in the edge.2da or edit the edge.2da and replace the name with the name of your model.



Don't do that if you don't want the game to crash! Never replace an edge model by a model that is not made to be an edge tile. If you want to use a tile as an edge tile, copy it, rename it and remove all that edge tiles shouldn't have, like tile lights, walkmeshes, animations and probably shadows.

If you add an entry to the edge.2da and use a tile from the tileset that is not a proper edge tile you can make the game crash, especially if it has animations.