Author Topic: Add a Tile from one Tileset to another.  (Read 555 times)

Legacy_Tonden_Ockay

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Add a Tile from one Tileset to another.
« on: August 19, 2015, 03:01:48 pm »


               

What all is needed to add a tile from one tileset to another?


 


For example, lets say I wanted to add a cave entrance door from tileset A to tileset B. What all would I need to get from tileset A and add/change in tileset B to make this work?  



               
               

               
            

Legacy_The Mad Poet

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Add a Tile from one Tileset to another.
« Reply #1 on: August 19, 2015, 03:40:10 pm »


               

A blender. Print the mdl file for the tile you want on paper, then print the set file for the tileset you want to add it to. Put both papers in the blender, add 1/2 cup of water (or milk if you prefer a creamier tileset), blend on high for 15 seconds, then pour into your USB slot. Slowly though. Takes time for the system to process even if you have multi-core.


 


 


 


 


 


 


 


Seriously though you gotta grab the necessary tiles, walkmeshes, and textures as well (unless you are changing them), rename them to be tileset appropriate and unique, and then start editing the set and I believe the tileset 2da file. I've only done it once so I can't remember the whole procedure exactly. I tried the blender first.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #2 on: August 19, 2015, 08:00:38 pm »


               

Thanks Mad Poet


 


I prefer milk myself, its my drink of choice.


 


 


 


I was hoping I would only need one or two files. 


 


So I would need to copy over the...........


 


.Mdl


.wok


.dds


copy the part of the .set file for that tile.


and it should have a 2da file as well?


 


Man this sounds like a lot '<img'>



               
               

               
            

Legacy_The Mad Poet

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Add a Tile from one Tileset to another.
« Reply #3 on: August 19, 2015, 08:12:55 pm »


               

Yeah, tilesets have a 2da. They're usually like "xxx_edge.2da", or something close to that, the X's being the tileset prefix. They're usually pretty small though. 30-70 lines-ish.


 


It's really not a terrible lot if you are just doing one or two tiles here and there. Merging full tilesets... well... I'm not that much of a masochist. 



               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: August 19, 2015, 08:16:29 pm »


               

Everything you listed is correct except for the 2da file. The edge.2da is only used to define what appears beyond the area boundary. Edge tiles also have no walkmesh since they are inaccessible. 


 


Regardless of if the tile is a TERRAIN or GROUP you need to do the following:


  1. Copy over the MDL, WOK, and any associated textures (might be a combination of DDS or TGA). don't forget to grab the minimap image as well.

  2.    
  3. Add the tile to the SET file. Make sure that the boundaries defined for the tile in the SET file actually correspond to TERRAIN defined in the SET file. Also index the line [TILES=???] by +1 in the SET file.

IF the tile is being added as a terrain, you are done.


 


If adding as a group then you'll need to define the [GROUP] in the SET file and add it to the tileset ITP file (???palstd.itp). Also index the line [GROUPS=???] by +1 in the SET file.


 


SET Editor 0.85 is an excellent tool that streamlines all of this work for you and makes the process almost fool proof. 


 


The NWN Toolbox has a ton of other useful tools as well.



               
               

               
            

Legacy_The Mad Poet

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« Reply #5 on: August 19, 2015, 08:27:19 pm »


               

Yeah, see, I haven't mucked with tilesets too much. Mostly I just retexture them when necessary.


 


But this is good information to have in a list for the future, thanks Pstemarie.


               
               

               
            

Legacy_Pstemarie

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Add a Tile from one Tileset to another.
« Reply #6 on: August 19, 2015, 08:43:00 pm »


               

I actually learned everything I know about tilesets from Bannor, Estelindis, and _Six. Este was the one who told me to take the SET file for the Microset and READ it while having the tileset open in the toolset. It becomes pretty apparent really quickly how everything goes together. I also had access to documentation from Bioware that I think might be available on the Vault.


 


[EDIT]


 


YES!!! It is still available - HERE. Don't see the SET file documentation I once had, but there is also a ton of useful material HERE as well.


 


[/EDIT]


 


[EDIT 2]


 


Found it - via the Wayback Machine. I've saved the tutorial as an HTML file and uploaded it to the Vault - HERE.


 


[/EDIT 2]



               
               

               
            

Legacy_T0r0

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« Reply #7 on: August 20, 2015, 12:32:35 am »


               

Well, he did say it's a cave entrance.So there might be one of the door 2da's.. Its been awhile for me so forgive me if memory doesn't serve.



               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: August 20, 2015, 01:22:44 am »


               


Well, he did say it's a cave entrance.So there might be one of the door 2da's.. Its been awhile for me so forgive me if memory doesn't serve.




 


Missed that...


               
               

               
            

Legacy_TheOneBlackRider

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« Reply #9 on: August 20, 2015, 07:57:34 am »


               

The URL, Pstemarie got Velmars set explanation from (post #7), does have a few more TABs on the top with more information, eg. on how to edit the PALSTD.ITP-file, which is needed, if you add a new feature/group (= not a terrain) to your set (and info on doors).


 


Here is the link to the wayback-page:


http://web.archive.o...set_general.htm


 


P.S. Pstemarie, maybe you can add them to your post - http://neverwinterva...l/set-explained-, too, so they don't get lost?



               
               

               
            

Legacy_CaveGnome

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« Reply #10 on: August 20, 2015, 01:00:54 pm »


               

Useful info here. The link on editing ITP files will be put for good use soon (Ha! Don't know how i missed this... Editing .itp info is scarce you know). Thanks to all thread contributors.



               
               

               
            

Legacy_Estelindis

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« Reply #11 on: August 25, 2015, 10:54:25 am »


               

I've never found a good way to edit an .itp file as text (which I generally do with .set files).  There's so much non-Roman-character gobbledegook!  Thus, I always use Set Editor to generate .itp files anew.



               
               

               
            

Legacy_ia.Pepper

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« Reply #12 on: August 25, 2015, 05:40:27 pm »


               


Edge tiles also have no walkmesh since they are inaccessible. 




 


 Something I'll never test, because I only really lurk around here anymore, not creating content, but what exactly would happen if you made the edge tiles have walkmesh? Is that even possible?  ':huh:' Wonder if the game would explode if you tried to leave the boundaries. Of course, another possibility is that NWN removes the walkmesh, but I find that somewhat hard to believe.


               
               

               
            

Legacy_Shadooow

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« Reply #13 on: August 25, 2015, 05:42:26 pm »


               


 Something I'll never test, because I only really lurk around here anymore, not creating content, but what exactly would happen if you made the edge tiles have walkmesh? Is that even possible?  ':huh:' Wonder if the game would explode if you tried to leave the boundaries. Of course, another possibility is that NWN removes the walkmesh, but I find that somewhat hard to believe.




Ive seen some edge tiles have walkmesh. Its just not functional.


 


However, big warning on tile lights. These on edge tile can result into crashing upon loading screen. I was solving exactly this issue with something in CPP.


               
               

               
            

Legacy_CaveGnome

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Add a Tile from one Tileset to another.
« Reply #14 on: August 25, 2015, 07:39:02 pm »


               


I've never found a good way to edit an .itp file as text (which I generally do with .set files).  There's so much non-Roman-character gobbledegook!  Thus, I always use Set Editor to generate .itp files anew.




 


You are right Estelindis... I too think the only way to create/modify itp files is with a special itp editor. I never intended to speak about really editing the (compressed ?) resulting .itp file in my previous post... I was just clumsily talking about using the great info provided by others with the SetEditor. Apologies if someone believed i invented some special itp sauce of mine, but... no.