Author Topic: Combining Tilesets together  (Read 2320 times)

Legacy_Tonden_Ockay

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Combining Tilesets together
« Reply #45 on: July 25, 2016, 04:57:56 pm »


               

Ok I put together an override/addon hak for the standard rural tileset. However when I tried to us it with T0r0's rural addon I found out that his tiles are at a different hight. 


 


 


dllxzn.jpg


 


 


 


 


 


Is there an easy fix to get these two rural addons to work together? What would I need to do to get these haks to play nice with each other?



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #46 on: July 25, 2016, 05:43:39 pm »


               

Is it as easy as finding each tile and changing the height of the tile some where?


 


If so where do I change the height of a tile at?



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #47 on: July 25, 2016, 08:46:37 pm »


               

I'm starting to think that you can't raise a tile by changing a number somewhere.


 


Do you have to put the tile in GMax or something to change the height?



               
               

               
            

Legacy_T0r0

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« Reply #48 on: July 25, 2016, 09:03:44 pm »


               

CleanModels by OMB to save the day !


 


Although you will learn more firing up gmax/3dsmax/blender and adjusting the height manually  '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #49 on: July 29, 2016, 04:14:55 am »


               

Every time I try to raise a group of tiles using CM3 the tiles become unwalkable why is this?



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #50 on: July 29, 2016, 05:37:28 am »


               


Every time I try to raise a group of tiles using CM3 the tiles become unwalkable why is this?




You must have checked some other box in the various options for CM3.  It is a VERY powerful tool or set of tools and remembers everything you set.  So, if you use it once to make a change, it remembers that setting the next time you run it and makes that change again.


 


There are options to change the wok face type, likely that is what is messing you up.  Be sure those are all disabled.  I would also recommend that you go back to the first step where you attempted to make changes, IE reload from the beginning the various tiles you are working with, don't attempt to fix what is currently broken, just go back to the previous stage on those tiles and start again to adjust the base height.  It is setup to move them upwards or downwards by 1 meter increments.  Most times you will have to adjust them to raise or lower by 5 meters.  Do that in ONE step, not multiple passes of raising by 1 and then raising again.


 


I know, sounds like I am preaching, and that is NOT my intent.  Just attempting to make sure that you are actually paying CLOSE attention to the various options and re-set them to whatever you need them to do each time you run CM3.  CM3 has sooo many options that you can very easily get confused or make choices you don't intend, so take it one step at a time and revert back to original settings before you decide to make changes to what CM3 is going to do for you.


 


The best way to raise a tile, well maybe I should say the easiest way, is to use CM3.  There are also scripts that can be run from withing gMax or 3dsmax that will also allow you to raise/lower objects.  Those scripts take a bit more attention to details to use correctly, but they will work.  There is also manual ways to attempt to raise a tile, but doing it that way leaves soooooo many ways to screw things up that it truly is not even worth discussing.  Veltools for gmax has a script under one of the many menus that will allow you to raise/lower OR there is an extra script that can be run in the list of extra tools at the bottom of the main veltools menu.  You have to be very careful what object you have selected, and that object should be the tile base, not anything else, then it will raise/lower the children of the base (which means everything else in the tile) and off you go.  That set of scripts can be useful for moving objects up and down while you are creating a tile, but can also destroy things if you have the wrong object selected.  CM3 on the other hand does all that background work for you.  You just tell it to raise the tile and it does all the correct linking and mathematics involved to ge all the objects raised correctly.


 


For single groups or individual tiles, CM3 is the easiest way to do it, and it can also be used to raise an entire set.  What it can not do is determine if only some tiles need to be raised.  So, you have to manually choose what tiles you are working with.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #51 on: July 29, 2016, 08:16:02 am »


               

I found out my problem but I don't know if it can be fixed. 


 


I have 6 tiles I took from NWNCQ that isn't flat. They have some little hills/bumps on the tiles and every time I use CM3 to raise these 6 tiles they become unwalkable.


 


That said all the flat tiles I raise using CM3 work fine. Is there a way to raise these 6 tiles so I can walk on them?



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #52 on: July 29, 2016, 11:31:00 am »


               

Question:  Should I be using CM3 on the .mdl and the .wok?


 


I'm asking because I have only been using CM3 on the .mdl files only. It then makes new .wok files for the raised .mdl version files.



               
               

               
            

Legacy_Zwerkules

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« Reply #53 on: July 29, 2016, 01:10:56 pm »


               

The woks are rewritten automatically.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #54 on: July 29, 2016, 03:09:55 pm »


               

Ok so I'm doing it right then, I made a " IN " folder and an " OUT " fold. Then I have been only putting the .mdl files into the IN folder and once CM3 is done I have been getting the new .mdl and .wok files from the OUT folder.


 


But for some reason the tiles that are hilly/uneven (which came from NWNCQ Rural tiles) become unwalkable or 90% unwalkable like the pathing is all screwed up so you can't walk of the uneven ground part of the tile.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #55 on: July 29, 2016, 03:45:46 pm »


               

Ya I just tried redoing it a few more different time but no matter those 6 tiles works before I raise them, but after they are raise they have really bad pathing problems making them mostly unwalkable.



               
               

               
            

Legacy_T0r0

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« Reply #56 on: July 29, 2016, 04:56:21 pm »


               

Pathing problems and walkmesh problems are separate issues. If all options are disabled in CM3 except for the raise, and said tiles work perfectly BEFORE you raised it, then you need to investigate further. Again, (modelling program to the rescue) you need to look at the meshes before and after the raise to see whats wonky.


 


That being said, I've never had cm3 mess up a walkmesh.


 


IIRC there used to be a nifty lil walkmesh/mdl viewer that actually let you change the walkface type. I used it when I first started to mod. I don't recall the name (( wokreader ??)). I quickly outgrew it but it's a start. Maybe someone can find an old link to it if they recall what I'm referring to.. Anyway it might be useful.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #57 on: July 29, 2016, 09:20:37 pm »


               

No I didn't raise the ground


 


NWNCQ rural has some tiles that are bumpy/hilly/uneven so that the ground just doesn't look perfectly flat. They work fine before I run them through CM3, however after I do then they have pathing problems with just those tiles. 



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #58 on: July 29, 2016, 09:26:18 pm »


               

Here is what CM3 looks like when I run the tiles


 


 


 


 


2sblkav.jpg


 


 


 


 


 


Once I installed this the only things I changed was the in and out directory's and the Raise/Lover part. All the other stuff I left the way it was.


 


 


Edit: Should I have changed some of the other things or not?



               
               

               
            

Legacy_Zwerkules

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« Reply #59 on: July 29, 2016, 10:48:25 pm »


               

Don't activate "repair aabb overhangs" for Bioware tilesets unless you plan to repair each and every tile there is for them and possible expansions of them.