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Request for a Tutorial: Fixing line of sight blocking in tilesets

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Grymlorde
Request for a Tutorial: Fixing line of sight blocking in tilesets
In a number of tilesets (barrows, fort interior, Q dungeon), there are several tile combinatations where doors seem unable to block line of sight and there are some walls that act transparent as well. I find it quite irritating as a builder and a player to have most of the map revealed and the monsters instantly see the PC upon entry. Or to have a henchman reach through a wall and unlock a chest on the other side!
 
Rather then begging and badgering the busy tileset gurus to fix these blocking problems, can someone write up a tutorial on troubleshooting and fixing these issues. I am highly motivated but lacking in expertise to tackle some of these tilesets.
 
Any takers?
 
Thanks!!!
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Proleric
Proleric's picture

This generic tutorial

https://neverwintervault.org/article/tutorial/set-explained

helped me to fix a few issues of that sort.

NWN and DAO adventures at http://proleric.com/

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Shadooow

I can fix these bugs if you send me savegame where it is happening

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Grymlorde

PM sent.

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Shadooow

I am unable to fix this issue.

The problematic model name is tbw01_c13_01, but no matter which combination of VisibilityNode I tried it never worked properly. I had limited success with VisibilityNode=J but it still revealed rooms behind doors if player came close to the door from certain angle and in opposite rotation it didn't reveal room behind door even after opening the door.

I think the problem here is that NWN engine wasn't built with tiles like this in mind thus there is no matching VisibilityNode that could be used to force proper behavior. I suspect that the main problem is that doors in this tile are in weird spot, spot that nwn engine doesn't expect and thus DoorVisibilityNode is nonfunctional. At least I was unable to fix this myself after hour of trying. Maybe someone else can give it a shot...

Quick tutorial how to fix issues like this:

1) make sure no hak contains SET file of the tileset you want to modify.

2) Get a SET file for a tileset you want to modify and put it into override. In case of barren interior its a file tbw01.set, use nwn explorer and extract it.

3) Find the tile name that is causing problem (best way is to open your area in toolset and check tile name - if you don't know which tile does this then you need to check all tiles in line of sight from spot where you saw the issue)

4) open SET file, search for tile name and then start changing these values:

PathNode=
Orientation=
VisibilityNode=
VisibilityOrientation=
DoorVisibilityNode=
DoorVisibilityOrientation=

if some of these parameters missing add it, then you can try change values, save the file and load game.

Values are (image from CTP forum):

Alternatively you can use for editing .Set File editor

Either way its better to prepare the area in toolset and test it with F9 to speed it up.

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Grymlorde

Thanks Shadooow for giving it a shot. If anyone could've fixed this, it would be you. At least now we know that the barrows tileset can't be fixed.

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CalSailX

At least builders can know that using "tbw01_c13_01" will come with issues.  This is how we learn!

 Maybe the pathfinding is broken on the tile, but my theory is she's beating her head against the wall because I added that last line to her dialog!

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