Author Topic: Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets  (Read 1147 times)

Legacy_Thayan

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I was wondering if anyone in the CC community had made any fixes to the 2x2 and 1x1 round rooms in the Castle interior tileset ? The problem I have with them is you can 'see through' those round room walls if they are placed right next to another room in the area. While not as big of a problem to me, but still annoying, is the fact that in the Ruins tileset, the exterior tiles can all be seen through as well - so if you place any interior tiles next to them, or try to create an exterior 'room' using the exterior tiles, you can see right through the walls.


 


Or if someone can tell me how to fix this in their .set files, I can try mucking around with it myself.



               
               

               
            

Legacy_henesua

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #1 on: February 25, 2016, 07:19:58 pm »


               

i have not verified this, but i bet that this fix is in the WOK for each tile.


 


The material likely needs to be changed from norwalk to obscuring.



               
               

               
            

Legacy_Shadooow

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #2 on: February 25, 2016, 07:57:07 pm »


               

if you send me the area and tile name I can fix it



               
               

               
            

Legacy_Thayan

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #3 on: February 25, 2016, 09:36:48 pm »


               

That would be awesome Shadoow. Here is an example Castle Interior area illustrating the problem, for instance. Just load it into a module and and put the start location in the small room at the top of the area. Then test the module and open the only door in that small room. Once you do it, the the entire area gets revealed. It occurs because I put every single round 1x1 or 2x2 room right next to each other in it.


 


I'm not really good with figuring out tile names (I'm not much of a CC guy), but from what I can tell the problem tiles are:


 


1x1 Room Tiles -

tni02_r10_01

tni02_r11_01

tni02_r12_01

tni02_r13_01

tni02_r14_01

tni02_r15_01

tni02_r16_01

tni02_r17_01


2x2 Room Tiles -

tni02_r01_01

tni02_r01_04

tni02_r01_05

tni02_r01_06


tni02_r03_02 (Maybe? This should be the door transition tile I forgot to include in the example area)


tni02_r02_01 (Maybe? This should be the corridor transition tile I forgot to include in the example area)



               
               

               
            

Legacy_Shadooow

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #4 on: February 25, 2016, 10:16:19 pm »


               

here


 


will be included in next 1.72beta ofc



               
               

               
            

Legacy_Thayan

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #5 on: February 25, 2016, 10:35:37 pm »


               

Wow - that was fast! I tested a couple rooms and it seems to be working now. Will try to get to all of them....eventually. Finally the round rooms actually have walls.


 


Thanks!



               
               

               
            

Legacy_Shadooow

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #6 on: February 25, 2016, 10:39:22 pm »


               

ruins here



               
               

               
            

Legacy_Thayan

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #7 on: February 25, 2016, 11:47:07 pm »


               

Shadoow, I'm having some trouble with the Ruins fixes - I'll play with it more and try to give some more specifics later. In short though, the exterior corridors don't appear to be blocking visibility for what's next to them.


 


Also, in the castle tileset I tested everything and it looks like you may have missed one of the round 1x1 rooms that has stairs going both up and down (tni02_r15_01). In comparing the entry for that and the other room that has both stairs going up and down in the tni02.set, it looks like you need to remove VisibilityNode=A and the VisibilityOrientation=0 lines? I did that for TILE192 and it worked for me so that the room now has visibility blocked, but you may want to review and make that change as well for CPP - or please let me know if that's not the right way to fix this.



               
               

               
            

Legacy_Shadooow

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #8 on: February 26, 2016, 12:08:59 am »


               


Shadoow, I'm having some trouble with the Ruins fixes - I'll play with it more and try to give some more specifics later. In short though, the exterior corridors don't appear to be blocking visibility for what's next to them.




Hmm, you didn't say what is problem there so I only checked the interior groups. As I see this tileset is even more messed up than I though... Try this.


 



 


Also, in the castle tileset I tested everything and it looks like you may have missed one of the round 1x1 rooms that has stairs going both up and down (tni02_r15_01). In comparing the entry for that and the other room that has both stairs going up and down in the tni02.set, it looks like you need to remove VisibilityNode=A and the VisibilityOrientation=0 lines? I did that for TILE192 and it worked for me so that the room now has visibility blocked, but you may want to review and make that change as well for CPP - or please let me know if that's not the right way to fix this.



Correct. Added it into my copy. If you find more tiles let me know, this was quick work based on the area you sent me.


               
               

               
            

Legacy_henesua

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #9 on: February 26, 2016, 12:56:04 am »


               

awesome to see this happening. Thanks, Shadoooow.



               
               

               
            

Legacy_Thayan

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #10 on: February 26, 2016, 03:19:41 am »


               

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. '<img'> 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



               
               

               
            

Legacy_Bannor Bloodfist

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #11 on: February 26, 2016, 06:48:58 am »


               

Clean Models 3 by OMB, which can be found on the vault, has a feature that will globally change face types for you for any given number of tiles you wish.  Just turn all the other features off, set the option to replace type 7 (non-walk) with type 2 (obscuring) and let CM3 do it's thing.  I just typically copy whatever group of tiles I need to "fix" into a sub-folder, run cm3 on them, and copy them back to my working folder.  My personal preference for using that utility is that is also performs various other fixes as it goes, even when you turn off most of the extra features, there are somethings that it will still fix regardless.


 


CM3 gives a full log AND a summary, and the summary is a quick way to find tiles that may have other issues that may need attention...


 


Of course, all of this is moot if your intention is to not bother with that amount of work.



               
               

               
            

Legacy_Shadooow

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #12 on: February 26, 2016, 10:16:03 am »


               


Clean Models 3 by OMB, which can be found on the vault, has a feature that will globally change face types for you for any given number of tiles you wish.  Just turn all the other features off, set the option to replace type 7 (non-walk) with type 2 (obscuring) and let CM3 do it's thing.  I just typically copy whatever group of tiles I need to "fix" into a sub-folder, run cm3 on them, and copy them back to my working folder.  My personal preference for using that utility is that is also performs various other fixes as it goes, even when you turn off most of the extra features, there are somethings that it will still fix regardless.


 


CM3 gives a full log AND a summary, and the summary is a quick way to find tiles that may have other issues that may need attention...


 


Of course, all of this is moot if your intention is to not bother with that amount of work.




the material is correct, what is wrong are the visibility and pathnodes, many tiles has extra A visibility node even if they are L T or I shaped, or have bad pathnode rotation


 


the visibilty issue in here is that the tiles will show up surrouding tiles on the minimap even behind walls, this is not the same problem as with Dwarven Halls tileset that Prolerc fixed


               
               

               
            

Legacy_Shadooow

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #13 on: February 26, 2016, 11:14:58 am »


               


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




new fix


 


all those tiles had incorrect visibility or door node indeed, but few of them had even wrong path node (nterior/exterior stairs), I found more wrong tiles, in fact I searched for all tiles with visibilitynode=A, and compared in nwnexplorer to see whether is that node correct or not - this should fix it all, unless those tiles had also bad pathnodes too


 


If you find one more visibility issue send me the tile name or area.


               
               

               
            

Legacy_Thayan

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Seeking Fix for Seeing Through Walls in Castle and Ruins Tilesets
« Reply #14 on: February 26, 2016, 02:36:13 pm »


               

In my testing today with your last tdr.set file it seems all the visibility issues are fixed - at least in that sample area I provided. If I run across any more, I'll let you know. Thanks for all your help on this Shadooow. And I learned a little too!