So I exported an area from the Thay module that is a prime example of the problems I’ve had with the ruins tileset. It's in a test module, and my modifications to Shadoow's last tdr01.set file, both located here
Shadoow, after I modified your last tdr01.set with my changes (explained below) it now *seems* to be working to block visibility through exterior walls, corridors, and stairs. But I would definitely appreciate someone who knows what they’re doing taking a look at it to tell me if I fudged things up, or if it will work as a permanent fix.
If you just test load the module and start in the middle exterior room with the ruined garden, without trying the new tdr01.set file, you’ll see the problems I’m talking about with this tileset right away. Things like the exterior wall or corridor tiles don’t block visibility to adjacent tiles – whether they are exterior or interior tiles. For me, this tileset is a HUGE mess as far as walls that actual block visibility.
Also, after I played around with various starting locations in that module tonight, I found that even the Interior Stairs tiles (tdr01_o13_01, tdr01_p13_01) as well the Exterior Stairs tiles (tdr01_o43_01, tdr01_p43_01) do not block visibility. And that was even after removing the VisibilityNode and VisibilityOrientation lines for the exterior stairs tiles. But in comparing them to the stairs tiles in the original castle tileset .set file, the only other difference I noticed was changing this:
PathNode=L
Orientation=0
To this:
PathNode=N
Orientation=180
But I really don’t have a clue what those two changes are doing. '> Regardless, making those 2 line changes for the 4 stairs tiles in the Ruins tileset also worked to block visibility behind/around them.
For documentation purposes, these are the tiles in Shadoow’s last tdr01.set that I removed the VisibilityNode and VisibilityOrientation lines -
tdr01_a46_*
tdr01_a32_*
tdr01_f48_01
tdr01_f42_01
tdr01_g46_01
tdr01_f49_01
tdr01_c45_*
tdr01_a31_04
tdr01_a31_03
tdr01_a31_02
tdr01_o43_01
tdr01_p43_01