Author Topic: Tileset Addition Questions  (Read 1118 times)

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #15 on: May 05, 2014, 10:54:58 am »


               

This is the blank error message I get when I open an area using that tileset, or create one.


 


ErrorMessage_zps491eb156.png


 


I checked if the correct terrain is assigned, like you suggested. All have grass, which is where I want them.



               
               

               
            

Legacy_cervantes35

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« Reply #16 on: May 05, 2014, 11:57:35 am »


               

Not being able to look at your set or itp files  and the no error box, I am going to start with the simplest thing and say you may have corupted your module.  This can happen in any number of ways but usually it occurs if you have the toolset with your module up and the hak attached and you open and add or removed files from the hak.


 


Try creating a new module and attach your hak and see if you can build with it. If this is not the case you may want someone to take a look at your set and ITP files and see if they can spot anything.



               
               

               
            

Legacy_Snugglehoof

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« Reply #17 on: May 05, 2014, 01:23:35 pm »


               

I did a test. A new module gets the same problem as soon as I try to create an area using this tileset, so it does not appear the problem is with the .mod file.


 


The tileset I am working with is the incredible Medieval City tileset that Zwerkules made. I am in absolute awe of the quality and beauty of it! Basically, I am retexturing it for a warmer sandstone theme, inspired by malta and croatia, and adding a few options to it that I need in the module for the areas it will be used for.


 


Here are the links to the set and itp files, and a package that has the .mdl and .wok files:


- http://www.mediafire...tcm01palstd.itp


- http://www.mediafire...to3z8/tcm01.set


- http://www.mediafire...lkdx/Backup.rar


 


Bellow are the Set and ITP entries for the four groups that are giving me the problem.


 


Thanks again for all the help!


 


 


SET FILE



[TILES]
Count=1234

(...)

[TILE1225]
Model=tcm01_u10_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_tno01_e10_01

[TILE1226]
Model=tcm01_u11_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_tno01_e11_01

[TILE1227]
Model=tcm01_u11_02
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_tno01_e11_02

[TILE11228]
Model=tcm01_u20_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=G
Orientation=-90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e20_01

[TILE1229]
Model=tcm01_u21_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=C
Orientation=90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e21_01

[TILE1230]
Model=tcm01_u22_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=G
Orientation=90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e22_01

[TILE1231]
Model=tcm01_u23_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=d
Orientation=-90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e23_01

[TILE1232]
Model=tcm01_u24_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=f
Orientation=90
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=MI_tno01_e24_01

[TILE1233]
Model=tcm01_u25_01
WalkMesh=msb01
TopLeft=grass
TopLeftHeight=0
TopRight=grass
TopRightHeight=0
BottomLeft=grass
BottomLeftHeight=0
BottomRight=grass
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=c
Orientation=90
ImageMap2D=MI_tno01_e25_01

[GROUPS]
Count=128


(....)

[GROUP124]
Name=Arena
Rows=1
Columns=1
Tile0=1225

[GROUP125]
Name=Range
Rows=2
Columns=1
Tile0=1226
Tile1=1227

[GROUP126]
Name=JoustingList
Rows=1
Columns=3
Tile0=1228
Tile1=1229
Tile2=1230

[GROUP127]
Name=JoustStands_1x3
Rows=1
Columns=3
Tile0=1231
Tile1=1232
Tile2=1233

ITP FILE


 


ITP_zpsbe56c017.png



               
               

               
            

Legacy_cervantes35

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Tileset Addition Questions
« Reply #18 on: May 05, 2014, 04:24:16 pm »


               Nothing posted above seemed incorrect. If nobody grabs this I'll take a look when I get home from work tonight. If you could just upload the entire hak it will be easier to work with.


You could also try this, export everything from your hak into a folder and delete the hak. Recreate the hak naming it as before then try using it in your module in case some off chance you corrupted the hak itself.
               
               

               
            

Legacy_Snugglehoof

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« Reply #19 on: May 05, 2014, 06:03:50 pm »


               

I recreated the hak and the ITP file, but the error remains.


 


Here is the link to the hak file: http://www.mediafire...CityRevised.rar



               
               

               
            

Legacy_Zwerkules

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« Reply #20 on: May 05, 2014, 06:12:46 pm »


               

Tile 11228 is what you should change.


               
               

               
            

Legacy_Snugglehoof

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« Reply #21 on: May 05, 2014, 06:18:02 pm »


               

Unbelievable I missed that. Must have gone over it like five times.


 


Works perfectly now, thank you!



               
               

               
            

Legacy_cervantes35

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« Reply #22 on: May 05, 2014, 06:25:02 pm »


               Don't feel bad I missed it as well.

In my defense thou I was trying to read it on a phone but I still flat out missed it.
               
               

               
            

Legacy_MerricksDad

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« Reply #23 on: May 05, 2014, 06:52:24 pm »


               

OMG, after I read all this and then went back (because I didn't find anything wrong with it either) I had to use search/find to actually locate the 11228....and I've already had two coffee drinks today. I'm worthless ! '<img'>



               
               

               
            

Legacy_Rolo Kipp

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« Reply #24 on: May 05, 2014, 07:09:44 pm »


               

<silently raises...>


 


*face-palms*


 


<...his hand, too>



               
               

               
            

Legacy_Snugglehoof

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« Reply #25 on: May 08, 2014, 11:17:28 am »


               

I am currently working on improving the very sterile look of this override/expansion. Here you can see two draft tests of alternative options for the open cobblestone tiles. These are floor PLCs atm, hence the characters do not throw shadows on them, but they will once they are part of the tileset. The texture is also at 200% at the moment, hence it does not fit seamlessly with the rest, but that will of course be changed.


 


Floor_zps7fb2a3e1.png


 


If you have suggestions and tips for improvement I would really appreciate it.



               
               

               
            

Legacy_rjshae

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« Reply #26 on: May 09, 2014, 05:55:57 pm »


               

Just adding a couple of narrow lines of cobbles running perpendicular to the others would help break up the horizontal flow and add visual interest. Like a curb or gutter row. It might not even need a new texture; just a line of narrow faces with a rotated UV map.



               
               

               
            

Legacy_Snugglehoof

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« Reply #27 on: May 11, 2014, 01:02:45 pm »


               

I added the tile I wanted as a feature. The tile I used for my work had an uv mapping of 2x2, which I changed to 1x1 so I would not have four compass textures on a single tile.I did not expect it to work, having almost no experience at all with 3ds max, but it did!


 


Though now that it works, I noticed that the texture appears to be stretched and washed out. Instead of using four 512x512 resolution textures, as I would have with the uv mapping of 2x2, I am using one 1124 x 1224 texture. But I have the nagging feeling it is being downsized and applied as a 512x512 texture by NWN, hence the bad quality of it in game and the toolset.


 


Texture_zpsd027ef70.png


 


How should I go about on fixing this?



               
               

               
            

Legacy_MerricksDad

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« Reply #28 on: May 11, 2014, 02:28:52 pm »


               

Are you certain the texture you intended to use is the one that is actually being used. I mean check your hak file if you use one and make sure the older texture is not in there at the same time your override has a newer one. Also make sure you use a filename that is not the same as a bioware standard texture (one called from a large texture package) to avoid texture conflicts. In my experience, textures outside the binary size requirements don't show for me. This may be video card related, so yes, your texture might have been modified internally. I would personally stick to those binary multiples. 128 256 512 1024 2048 and 4096, depending on your needs.


If I am not mistaken, your compass is probably not a decal placed over the brick texture. I assume you've added all this stuff to an individual texure square. In either case, you might think about cutting out the compass and positioning it manually, either as a decal, or a square that matches up with the surrounding brick. The same with your dirty brick cracks. Make them smaller decals and rely on the base brick texture to fill your area, or leave them non-transparent rectangle textures and position them manually. You might find it easier to position your decals manually if your brickwork lines up to a binary multiple, at least at certain places on the texture, such as quarters and halves. If your texture does not line up that way, your manual work would mean you'd need to visually inspect right to the pixel on screen and position by eye. Either way, I don't personally find that too difficult.


 


Lx1yaIc.png



               
               

               
            

Legacy_Snugglehoof

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« Reply #29 on: May 11, 2014, 03:02:03 pm »


               

Yea, just double checked. The texture in the hak is the correct one, which also has the correct resolution of 1024 x 1024, as I am trying to work with binary multiples to make everything fit easily. 1124 x 1224 was a wrong caculation and typo mess, as I did not have coffee at that time. Though even without coffee, I should be able to multiply 512 x 2 in my head and notice that 1124 and 1224 are not the same.. >.>


The texture does have a completly new unique name, so it can not be the case another texture is being used in it's stead.  And yeah, it is all part of one individual texture square. The only way I know how to make decals is with placeables, but I do not want to add 100 PLCs to my area.


So I am still not sure why my texture is being reduced in resolution and then stretched. As for making use of decals with tiles, is there are tutorial for that by chance?