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Single Tile Tileset Help Needed

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Tarot Redhand
Single Tile Tileset Help Needed

I have a project that has been sitting, unfinished, on my hard drive for between 2 and 5 years now. Partly this has been down to a lack of knowledge, some of which I hope responses to this post will go some way to clearing up. Incidentally, a couple of other reasons being a lack of graphical skill and quite frankly a loss of interest induced by the previous 2 reasons. Anyway, onto my query.

Is/are there any tutorial(s) out there on making single tile, tilesets? Ideally, what I could do with is a kit of parts consisting of a set file, a flat model, possibly an areag_ini (I think that's what it's called) and instructions on what needs to be changed to create my own tilesets. Any walkmesh that may be associated with the model needs to be of a "walk anywhere" type and the footstep sound would preferably be for walking on stone. There is one other thing. I tried to do this on my own a few years back but it threw up a texture problem. Instead of using the texture I supplied, the tiles each had this texture tiled on them 4 times. What I really need is for a single texture to cover the whole tile and I don't know why it didn't.

Thanks for getting this far. Any help would be gratefully received.

TR

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Tonden Ockay

Sorry TR I don't know of any, which is why I had such a hard time learning who to do everything that I have over the past six months. That said I have started making tutorial video's and I do plan on creating some on making tilesets. Soon as I get to them I will upload them to the vault.

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Zwerkules

I just made such a simple tileset for you, Tarot. I'll upload it now.

https://neverwintervault.org/project/nwn1/other/basic-tileset

The two mini maps are not included. Make your own for the tiles you need.

 

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Symmetric

I modified my "empty" tileset I made for  a CCC a while back. It was a tileset consisting of a single tile only with deactivated rendering (for space travel)

I reactivated rendering, added a texture (mapped with 1:1 scale) and set the walkmesh to stone. You can download it here. It contains all necessary files:

  • tsp01.set ... only a single terrain type with one tile, deactivated grass. Editable with a text editor (there are fancy set editors around if want to do more complex things).
  • tsp01_e01_01.mdl and tsp01_e01_01.wok ... the single tile
  • tsp01_texture.tga ... some random desert texture for the tile I pulled from somewhere
  • tsp01palstd.itp ... the palette, again only a single entry pointing to the terrain. You'll need a gff editor to edit this (in case you want to change the terrain name in the palette)
  • tsp01_edge.2da ... to set the edges (= continuaton of tiles beyond the area boundary)
  • mi_tsp01_blk.tga ... small image for the minimap, all black in this case

The area_g.ini you mentioned is global for all NWN and contains some default presets for all tilesets: Day music, Night music, battle music, lighting theme, ... It's not necessary for a custom tileset to work.

Before using it you might want to rename all files ... the tsp01 part to be specific. Be sure to update all internal references, a simple search and replace with a text editor should do. The itp file can only be edited with a gff editor, however there are no internal references to tsp01 in the itp file, it's enough to rename the file itself. You may also want to change the name of the tileset in the toolset, you can do that in the set file:

[GENERAL]
Name=TSP01
Type=SET
Version=V1.0
Interior=1
HasHeightTransition=0
EnvMap=ttr01__ref01
Transition=5
DisplayName=-1     <-- Tileset name, strrref tlk entry (-1 means it will use the UnlocalizedName below, which most tilesets do)
UnlocalizedName=Empty Tileset*   <-- Tileset name
Border=empty_space
Default=empty_space
Floor=empty_space

 

To add more tile variants to the single terrain: Copy and rename the tsp01_e01_01.mdl and tsp01_e01_01.wok, change the texture if you like.  To make it visible to the engine you'll need to add it to the set file. Open the set file with a text editor and copy the [TILE0] entry and append to after [TILE0] but before [GROUPS]. Single blank line between entries. Single blank line at the end of file (some text editors might remove this, caused me some headache)

[TILE0]   <--- Change to [TILE1], [TILE2], ...
Model=tsp01_e01_01   <--- Change to the mdl name (without file extension)
WalkMesh=msb01
TopLeft=empty_space
TopLeftHeight=0
TopRight=empty_space
TopRightHeight=0
BottomLeft=empty_space
BottomLeftHeight=0
BottomRight=empty_space
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=1
AnimLoop2=1
AnimLoop3=1
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=mi_tsp01_blk   <--- minimap name without file extension

 

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DrA

Slightly off topic

 

Hi TR,

If you want to improve your tile in Milkshape (add new, object, models) , you can import the geometry to Blender and add Aurora Dummies and add/edit walkmesh here, then export both .wok and .mdl via Neverblender. (Blender has built in import-export Milkshape, you just need to check the box to enable it). Yeah, I know that's more work, but definitely doable. Plus, I can help you with fixes in Blender.

DrA

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Tarot Redhand

Thank you guys. I really appreciate your help. I hope you won't mind if I ask what may well be really noob questions as the need arises. While I have a lot of work already done on this project, it may well be some time before I have something to publish. For one thing I have to go back and see what I do actually have done already.

First noob question - Am I right in thinking that NwN has a hard coded limit to the number of tilesets that a module can have of 32 tilesets?

Thanks again.

TR

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Tarot Redhand

Not so far off-topic. I really appreciate your offer of help. You can however breath easy (wink) as it may be some time before I actually need such help. I also appreciate the Blender information.

Thanks again.

TR

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shadguy

I think Bioware increased the tileset count limit in v1.69 to something like 100.  Don't take my word for it though - check your patch notes in your install dir (or google it).  We're using well over 30 tilesets on our server, however.

-Dave

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meaglyn

Yes, 100 tilesets. Remember though that there does seem to be a limit of like 54 separate hak files that can be read in at runtime. Not the same thing, of course, but related.

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