Author Topic: Tileset Addition Questions  (Read 1119 times)

Legacy_Snugglehoof

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Tileset Addition Questions
« on: May 03, 2014, 05:43:40 pm »


               

Hey, I am trying to add the Cloaktower Group (2x2) to a new tileset. When I start the toolset to test if it worked, when I load an area of the tileset to which I added it I get the following message: "List Index out of bounds (1218)" 1218 is also the new tile count.


 


Seems like I made a mistake somwhere, but I can not figure out what it is. So here is what I have done:


 


1.) I exported the .mdl and .wok files. I renamed them with the appropriate tileset tag, and also adjusted the name within the model file. The .wok I renamed appropriately, but did not open.


 


2.) I adjusted the SET file. I added the tiles in the lists and adjusted the tile count. I added the group and adjusted the group count.


 


3) I then edited the ITP file with the ITP Tool, and placed the group entry in it's correct category.


 


4.) I imported the new and expanded .mdl, .wok, .set and .itp file in my hak pack.


 


The toolset and hak load fine, but as soon as I enter an area of the altered tileset or make a new area, I get the error message.


 


 


Thanks for any help ahead of time!



               
               

               
            

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #1 on: May 03, 2014, 06:32:54 pm »


               

I found the mistake. I did not see tile count starts with 0 not 1, hence it needed to be set at 1219.


 


Though I have a follow up question. The tileset I added the cloak tower to has a base height of 5,00. How do I adjust that my tileset addition is set on that height, and not 0,00?



               
               

               
            

Legacy_Michael DarkAngel

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Tileset Addition Questions
« Reply #2 on: May 03, 2014, 06:41:03 pm »


               


I found the mistake. I did not see tile count starts with 0 not 1, hence it needed to be set at 1219.


 


Though I have a follow up question. The tileset I added the cloak tower to has a base height of 5,00. How do I adjust that my tileset addition is set on that height, and not 0,00?




 


That's not a base height, but a raised tile height.  You should be okay.


 


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Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #3 on: May 03, 2014, 07:03:26 pm »


               

CloakTower_zpsfad14a09.png


 


Not quite. '^_^'



               
               

               
            

Legacy_MerricksDad

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Tileset Addition Questions
« Reply #4 on: May 03, 2014, 08:00:32 pm »


               

Your tileset's base height is always 0, as your red lines in the toolset are showing. What you have is an area where the entire area's height is drawn to a minimum +1 height transition, which looks like it is 500cm, or 5, as set in the tileset file. Not sure why that is, but you have a few options:


 


1) reduce the overall area level, which won't do you any good if say you have positions lower than this +1 metric (depends)


2) edit the area file with a GFF editor and bump the tiles' height positions +1 each (messy)


3) actually I have no idea how you pulled it off unless the following is the case...


 


Another issue might be that all the tiles for your custom set are created with a +500cm base height above the vanilla output, except the one you just added. In that scenario, you will simply edit the new tile and move all models +500cm from the aurorabase, export and then view it again in the toolset. Done.



               
               

               
            

Legacy_Michael DarkAngel

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Tileset Addition Questions
« Reply #5 on: May 03, 2014, 10:24:37 pm »


               

I misunderstood what you meant by base height. ':blink:'


 


If you have/use gMax or 3DSMax and NWMax Plus, you can easily adjust the tower tiles by using Tile Lifter in the "Plus" rollout.  If not, if you post the tiles and any associated textures somewhere, I'll be happy to help.


 


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Legacy_Zwerkules

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Tileset Addition Questions
« Reply #6 on: May 03, 2014, 11:07:57 pm »


               

From the screenshot it looks as if you'll have another problem after you got your tile group to the proper height. The ground of the tilegroup won't match that of the tileset. Probably one has 'rotate texture' turned on for ground textures and the other one hasn't, I think it is the Bioware city tileset. Check the ground meshes of your cloak tower group and turn on rotate texture if it isn't on.


               
               

               
            

Legacy_Snugglehoof

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« Reply #7 on: May 04, 2014, 12:24:16 am »


               

With 3ds max 7 in combination to NWmax, I managed to import the models and adjust the height. Though I can not figure out how to actually export it as a .mdl file for NWN.


 


And thank you very much for the offer, MDA. Trying to suffer through the tedious process of learning how to do it, so I might be actually be able to make things myself some distant day.


 


I appreciate the foresight, Zwerkules. Likely would have been my next question. '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: May 04, 2014, 12:30:02 am »


               


With 3ds max 7 in combination to NWmax, I managed to import the models and adjust the height. Though I can not figure out how to actually export it as a .mdl file for NWN.


 


And thank you very much for the offer, MDA. Trying to suffer through the tedious process of learning how to do it, so I might be actually be able to make things myself some distant day.


 


I appreciate the foresight, Zwerkules. Likely would have been my next question. '<img'>




 


Use CM3 to change the tile height.


               
               

               
            

Legacy_Snugglehoof

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« Reply #9 on: May 04, 2014, 12:42:03 am »


               

Did it with CM3. Worked perfectly! '<3'



               
               

               
            

Legacy_Michael DarkAngel

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« Reply #10 on: May 04, 2014, 02:44:01 am »


               

Glad you got it sorted out.


 




With 3ds max 7 in combination to NWmax, I managed to import the models and adjust the height. Though I can not figure out how to actually export it as a .mdl file for NWN.




 


For future reference.  To export a model, select the model base.  With the Modify tab selected, under MDL Parameters in the right panel rollout, set your export directory and press either the Export Model + Anim button or the Export Geom Only button.


 


Any other questions, don't hesitate to ask.


 


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Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #11 on: May 04, 2014, 05:54:50 pm »


               

Thank you, I really appreciate it. I am sure I will come back to it quite soon, as I will continue to jump into the pool that is custom content creating, in spite of my lack of swimming expertise.  '<img'>



               
               

               
            

Legacy_Pstemarie

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Tileset Addition Questions
« Reply #12 on: May 04, 2014, 09:46:43 pm »


               


Thank you, I really appreciate it. I am sure I will come back to it quite soon, as I will continue to jump into the pool that is custom content creating, in spite of my lack of swimming expertise.  '<img'>




 


Even if you're drowning, there are enough good folks here that'll pull you up.



               
               

               
            

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #13 on: May 05, 2014, 01:46:29 am »


               

Speaking of which, I got a new error message. '^_^'


 


I added four tile groups from the TNO (Bioware Castle Exterior Tileset) to the tileset I am working on. The Arena, Archery Range, Jousting List and Jousting Stands. This time, when I load the area with the tileset, I get a blank error message.


 


The .mdl files have the correct tileset tag, and I also made sure that the same has been adjusted within the files. Another change I made was to replace the TNO grass bitmap with that of the tileset I am adding to. I did change the names to tileset_u##_##. I am not sure if the letter category has relevance?


 


I double checked the Set File. The Tile and Group Counts are correct, the tiles have the correct Models assigned, and the groups the correct tiles. The .wok files match the .mdl files in name.


 


The ITP file has the correct commands (RESREF - RESREF - Model Name and STRING - NAME - Group Name). They are also in the right place. List Main -> 2nd Element ->  List List "Grass". The Arena was under the grass feature category before, and I moved it to the group category as I thought that might be the problem. Neither place I assign it makes a difference.


 


When it did not work, I ran them through the CM3. I have everything deactivated besides the Raise/Lower Tileset option, as I was unsure what the rest would do. Having run them through CM3 also did not get rid of the problem.


 


All of them are correctly displayed though, when I load them through the NWN Explorer.



               
               

               
            

Legacy_cervantes35

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Tileset Addition Questions
« Reply #14 on: May 05, 2014, 02:09:24 am »


               

I'm shooting in the dark here but are you getting an error message or are you unable to place these new tiles. With no errors I am suspecting the latter case.


 


If this is the case you need to check your set file to ensure that you have made corrected placement parameters i.e:


 


[Tile?]


Model=?????-???-??


walkmesh=msb01


TopLeft=Cobble (TNO is grass)


TopLeftHeight=0


TopRight=Cobble


TopRightHeight=0


BottomLeft=Cobble


BottomLeftHeight=0


BottomRight=Cobble


BottomRightHeight=0


Top=


Right=


Left=


Bottom=


And so on.


You may have not changed the TNO tiles from grass to cobble. I am guessing by your picture you named your ground surface cobble.