Sunjammer's TileMagic System
21 May 2006
v2.03
This system provides a more flexible and greatly expanded feature-set over the original TileMagic functions and offers users a variety of methods to take advantage of TileMagic in their module.
1. Scripted Method: functions providing the greatest power and versatility can be used by a scripter at design time.
2. Marker Method: waypoints (or placeables) can be used by a builder at design time or by a DM during a game. Once placed Markers remain until converted into the appropriate TileMagic effect by a script or by a Control object.
3. AutoTile Method: placeables can be used by a builder at design time or by a DM during a game. Once placed they automatically convert themselves into the appropriate TileMagic effect.
Please note this system now requires NWN v1.67 or above.
Getting Started
Simply download the ZIP file, extract the ERF and import it into your module. If you are unfamiliar with this process or simply want to get a head start then check out the Introduction To TileMagic video produced by Maximus and myself.
Scripters use the #include directive to incorporate the main TileMagic library (sj_tilemagic_i) into their script(s). As all public functions are fully prototyped once a script has been saved these functions and all TileMagic constants will appear in the F2 Auto-complete menu, the Function and Constant palettes and (when you click on a function) in the Help tab.
Builders who prefer not to script can make use of the preconfigured AtuoTile blueprints or create their own Markers and AutoTiles. All blueprints are found in the corresponding Custom > Special > Custom 3 palette. In addition you can now download the TileMagic Value Packs which contain 48 pre-configured AutoTiles and Markers respectively.
It is advisable for all users to familiarise themselves with the notes in header section of sj_tilemagic_i script as it contains notes on all aspects of the TileMagic system. Additional detailed information, tutorials and code samples are available in the extensive documentation provided both here and on www.sunjammer.co.uk.
Note
The Viewlet tutorial showing how to use Sunjammer's Tilemagic scripting package which can create the illusion of changing tiles in the game, which was previously a separate entry on the Vault is now included on this page.
Further Information
If you have any questions, suggestions or constructive comments please let me know here, on the BioWareSocial Network or via my website.
Attachment | Size |
---|---|
Sunjammer's TileMagic System (391) | 23.36 KB |
Sunjammer's TileMagic System: Value Packs (357) | 14.79 KB |
Sunjammer's TileMagic System: Installation Guide (397) | 70.58 KB |
Sunjammer's TileMagic System: Cheat Sheet for Non-scripters (425) | 35.46 KB |
Sunjammer's TileMagic System: Tutorials for Novice TileMagicians (459) | 429.58 KB |
Sunjammer's TileMagic System: Video Tutorial (Download and open the the HTML file to view) (388) | 2.96 MB |
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I was actually just thinking about how I would get started with TileMagic in my module... Thanks!
Great stuff, especially the tutorials!
See micro-review here.
TR