Author Topic: Tileset Addition Questions  (Read 1117 times)

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #60 on: November 26, 2014, 09:35:41 pm »


               

My plan is to make the CODI Sigil buildings and structures available as PLCs. Something to have on the palette to add to Underdark and Planar backdrops, and hence I want to make use of them with being restricted to it's original tileset. It would be completly fine for their purpose to have them only be able to either block movement or allow movement. Do I have it right that I would need to?


 


1. Export the models and their textures.


2. Add them to the placeable.2da


3. Create a PWK for each placeable 'tile'


 


If so, how would I go about 2. and 3.?   >.>'



               
               

               
            

Legacy_henesua

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Tileset Addition Questions
« Reply #61 on: November 26, 2014, 09:40:43 pm »


               

OK. You can do that. Those would be character classification placeables and need a PWK so the PC can't walk through the building.


 


I would do the following:


Extract the tile model (and textures if you won't be using the tileset) from the HAK.


Rename the model.


open the model in neverblender or nwmax or whatever and delete all the meshes but the building.


Also in neverblender or nwmax create a PWK for the model which prevents players from walking through the building.


Add the model to a new line in placeables.2da



               
               

               
            

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #62 on: April 21, 2015, 08:30:23 am »


               

Hey gals and guys, I could really use your help again. The problem I have that the interior tilesets "Castle Interior" and "Castle Interior 2" now have a display problem. The black non-terrain surface appears unable to display its texture. This seems to be only a problem for those two specific tilesets, and not for other interior tilesets.


 


This occured after I put a few tilesets into a hak together.


 


Bug_zpsbzoge4es.png


 


Any pointers and insights would be incredibly appreciated. 



               
               

               
            

Legacy_Estelindis

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Tileset Addition Questions
« Reply #63 on: April 21, 2015, 03:19:03 pm »


               

Does your hakpak contain a texture called "Black" - either TGA or DDS?



               
               

               
            

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #64 on: April 21, 2015, 03:43:21 pm »


               

Yep, it has a .dds file called "Black".



               
               

               
            

Legacy_Estelindis

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« Reply #65 on: April 22, 2015, 07:33:33 pm »


               

Then I suggest removing that.



               
               

               
            

Legacy_Snugglehoof

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« Reply #66 on: April 23, 2015, 02:31:39 pm »


               

Works! Thank you so much!



               
               

               
            

Legacy_Estelindis

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« Reply #67 on: April 23, 2015, 04:49:09 pm »


               

No problem!  


 


If you want to figure out a problem like this in future, use NWN Explorer to extract a tile.  You can then either check the textures used by the tile using Notepad (search "bitmap" and see what's beside it), or you can load the tile in Max and select an object that should be black to see what it's called and what texture it's using.



               
               

               
            

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #68 on: May 03, 2015, 01:42:44 am »


               

I am having a problem with a hak update testing. In a specific area with the medieval city tileset, a single player always crashes early in the area load. It seems for everyone else there is no issue. When he tries to open that area in the toolset, he gets the following error message before the toolset crashes on him: "List index out of bounds (1623" 


 


I am at a loss of what could be causing it. It seems tileset related, though other areas made with the same tileset do not cause him to crash.



               
               

               
            

Legacy_Michael DarkAngel

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« Reply #69 on: May 03, 2015, 01:50:00 am »


               

That's usually caused by tileset numbering in the set file.  Check the following:


 


[TILES]


count=xxx


 


[TILE0]


 


...


 


[TILExxx-1]


 


icon_zdevil.gif


MDA



               
               

               
            

Legacy_meaglyn

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« Reply #70 on: May 03, 2015, 02:36:04 am »


               

Sounds like he does not have the same version of the tileset.



               
               

               
            

Legacy_Zwerkules

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« Reply #71 on: May 03, 2015, 09:47:53 am »


               

What Meaglyn said.


All your other areas probably don't use any new tiles so that player can go to them without a problem, but one area uses tile 1623 which that player doesn't have because of an older version. 1623 is a house I made right before I added the dwarven temple, a rather recent addition, so your player needs the latest version of Medival City.


               
               

               
            

Legacy_Snugglehoof

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Tileset Addition Questions
« Reply #72 on: May 04, 2015, 02:33:59 pm »


               

False alarm. The player screwed up with the haks. Thanks everyone. Everything works perfectly now!