You are here

Removing water animations and sounds from tiles

11 posts / 0 new
Last post
Vanya Mia
Removing water animations and sounds from tiles

So I'm busy making an arid environment for an adapted tileset, and am using some of the desert tilesets but with the water and vegetation removed. I've managed to remove the water in terms of visibility but am left with the water sound and splashing visual effects when walking through the tiles in game.

I'm an extremely amateur modeller who does most remodelling by editing the text version of a model file, and have completely failed to identify how to remove them. I can see a suspiciously complex "wok" node in the models which doesn't seem to be in files that don't have the water effect but removing that wrecks the walkmesh entirely. I may be missing something in the Set file, but if so I'm missing it. The tileset tutorial makes reference to Buildtil having sound tabs but Buildtil refuses to boot up, it gives a registry key error but the drive in the ini file matches my NWN directory so I'm having to investigate that error further too, and Seteditor doesn't seem to show them.

NWN max and Gmax don't help me much as I barely know what I'm looking at, and either way my set up must be suspect as no model, even unchanged ones, seem to pass a "sanity check" to export. Something else I'd like help with but not the priority, unless it's the only way to resolve this.

Can anyone provide an idiot's guide please?

"I took Skill Focus: Craft Disturbing Mental Image as my feat last level." Belkar, OOTS

  • up
    50%
  • down
    50%
quevy

You must select the wok within gmax and select the change of faces, the different colors of the faces indicate the type of terrain and its visual effects and sounds when walking on the surface. For example if you select a green 3 soil on that area you'll see grass grow. Just change the faces by applying the appropriate material and everything should settle down.

  • up
    100%
  • down
    0%
Vanya Mia

Thank you but the trouble biggest problem is I'm not a great Gmax user, useless in fact, so don't really understand those instructions fully. Plus if I did NWN Max won't export the files so I can't make the change with Gmax unless someone knows what I need to change to prevent the sanity check issue.

I'll give it a try but if there's a cheap and cheerful noob method by editing or a "press this press that" guide I'd be grateful. frown

  • up
    50%
  • down
    50%
DrA

@Vanya Mia,

Check "Walkmesh Utilities by Brian 'Zoom' Hlubocky"  here: https://neverwintervault.org/project/nwn1/other/tool/nwn-toolbox-editor-...,

It should help you to change wok (walkmesh type) without tinkering with Gmax.

  • up
    100%
  • down
    0%
Vanya Mia

That is marvellous but I am seriously hitting the noob or old lady problem today as there are minmal to no instructions.

WokMan appears to try and run but stops. Is it supposed to be run through the command prompt? Walkmesh Tool opens, and shows an image but is less than intuitive in selecting faces. They may not play nicely with Windows 10 perhaps?

I've sort of managed to get your suggestion working Quevy, I think. Stepwise it went:

Load model
Select walkmesh
Go to Modify tab on right hand toolbox
Click the Editable Mesh, then the under Selection below click the 3D cube for Element
Go down to Surface Properties and choose Select By ID
Enter the number of the material to change (you can look these up by looking in Material Navigator in the top menu bar) and then select.
This should now select just the area of polygons that have the material type you want to change.
Open the Material Navigator dialogue box.
Select the replacement material type in Material Navigator.
Click on Apply Material to Selected object at the top of the Material Navigator dialogue box.
Select the aurorawalkmesh and then Build WOK Data, not sure if that's necessary but seemed sensible.
Export model (which is a temperamental process but works if I unclick the sanity check).
 
Does that make sense or am I missing something?
 
Edit: The Gmax method seems to work so far so hopefully the sanity check avoidance doesn't make anything explode.  Thank you both for you help but I'd welcome comments on if I am doing something heretical. smiley
  • up
    50%
  • down
    50%
Symmetric

It's possible to entirely remove the water by editing text files (but it's tedious). The material info is actually stored in in the faces section of the walkmesh (node aabb):

faces 52
  1 0 2  1  0 0 0  2
  4 3 5  1  0 0 0  4
  0 6 2  1  0 0 0  2
  8 2 6  1  0 0 0  2

It's the last number:

  1. Dirt
  2. Obscuring
  3. Grass
  4. Stone
  5. Wood
  6. Water
  7. ...

... and Sand is 20 . So you could change all "6" to "20" in the faces section. You need to do that both in the *.wok file and ind the *.mdl file, as both contain an "aabb" node.

But I still recommend using modeling software for that, if it works for you.

  • up
    100%
  • down
    0%
Vanya Mia

Also valuable information, many thanks. Having peeked at the model files I had wondered where it was positioned. The GMAX fiddling seems to have worked, but it's pretty laborious too. As I've lifted tiles directly from several different tilesets to manipulate for one I noticed the footstep sounds vary greatly from one to the next while testing. What you propose might actually be faster for models with few faces to check. We'll see. yes

  • up
    50%
  • down
    50%
VahnHaunt

Whilst I'm still ignorant using GMax, I can always lend a hand if you need it. :)

The walk-mesh is responbile for the water sound. Perhaps screenshots(?) may help us out a little.

  • up
    100%
  • down
    0%
quevy
If I can advise you, edit the mdl file instead of the wok, it is still inside and when you export the template it is created together. In this way it is already modified for any subsequent changes.
Do not ignore the sanity check, export and check for errors. Some are arranged during export, others are not.
 
Since you are a beginner with gmax you could take a look at the tutorials made by Tonden Ockay
  • up
    100%
  • down
    0%
Zwerkules

I'm sorry that I haven't read this before, because I think I could have saved you a lot of time. Even if you knew how to edit walkmeshes in gmax, it would be a lot of work to change them all one after the other, the same is true for changing them in a text editor, but there is a tool created by Old Men's Beard that can do it to all the tiles in a tilesest with just a few clicks. It is named CleanModels.https://neverwintervault.org/project/nwn1/other/cleanmodels3

Once you have installed the tool and started it, begin by entering your input directory (from which the files are read) and the output directory (to which the changed files will be written). Both directories can be the same, but if something goes wrong you won't have any backups.

Change the output model class to tile. Almost everything else can be set to "no", "none" or "ignore" except for cull invisible meshes and the important part which will affect the walkmeshes: Change walkmesh material. Set that to yes and the material type that should be changed ("from") to 6 (water) and "to" to either 1 (dirt/dust) or 20 (sand).

The tool understands jokers and regular expressions, so if you enter tdm01_*.mdl in the "Files" field, all the mdl-files that start with tdm01_ in your imput directory will be changed once you click on "OK" at the bottom of the window.

Oh and don't use the Walkmesh Utility. It is very buggy!

 

  • up
    100%
  • down
    0%
Vanya Mia

I have had to go ahead and ignore issues with sanity checks. Even an OC campaign tile with no changes seems to throw them out and I have no idea how to find what causes them and remove it. I'll give the tutorials a look over, it was finding one by someone else that helped me understand your first instructions Quevy.

Very useful for the mass change Zwerkule, that's going to save me a lot of time. I might just go back a step and do them again that way.

And thanks for the offer Vahnhaunt. I may come knocking!

  • up
    50%
  • down
    50%