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Author Sticky: .SET explained
Gideon Upright
Game Owner
Profile: Gideon UprightNWN


Joined: 26 Jul 2002
Posted: Tuesday, 31 December 2002 05:11AM
To answer your question Lilith...

In the .SET file simply use this entry,

[CROSSER4]
Name=CastleWall

you do not have to use a StrRef
and in the ITP,

RESREF->RESREF->CastleWall
STRING->NAME->CastleWall

Using this method you can name it anything you want. The RESREF/RESREF points it to the crosser entry in the .SET file. The STRING/NAME is what gives it its name in the pallette of the toolset. The name will show up exactly as the second entry in the ITP file.
CastleWall could equal Castle Wall, or Castle Exterior, or Castle Parapet...this is up to you.

hope this answers your question,
GU
  Profile: Gideon Upright   Send Message To: Gideon Upright
Uzik
Game Owner
Profile: UzikNWN


Joined: 22 Dec 2002
Posted: Tuesday, 31 December 2002 05:12AM
I was looking at the primary rules set for a working
tile set. I believe when you define rules you will have to
define a rule to go from each terrain to all the other
terrains, AND define the reverse relationships as well.

Might be nice to add that to the doc.
  Profile: Uzik   Send Message To: Uzik
Gideon Upright
Game Owner
Profile: Gideon UprightNWN


Joined: 26 Jul 2002
Posted: Wednesday, 01 January 2003 01:10AM
BTW,

I thought I might add this to the answer I posted above. When your putting a feature or a group into the .SET file, and you want to have a custom name this is how your entries should look...

for the .SET

[GROUP0] << of course the number will vary
Name=tilename << whatever your calling it
Rows=1 << number of rows
Columns=1 << number of columns
Tile0=126 << your tile number goes here

for the .ITP

RESREF->RESREF->ttt01_01_01 <<again this is the first tile listed in the [GROUP] entry
STRING->NAME->Tile Name <<your tile name goes there
  Profile: Gideon Upright   Send Message To: Gideon Upright
Olias of Sunhillow
Game Owner
Profile: Olias of SunhillowNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 17 Oct 2001
From: NY, NY, USA
Posted: Monday, 06 January 2003 03:00AM
Velmar, the reason some folks can't use your link is that you've used "\" instead of "/" for the URL. The "\" is not treated as a directory separator by correct browsers. (No, it doesn't matter if the system the document resides on does use "\" as directory separators.)

The content is marvelous! Thanks for your hard work!

_________________
Primary author of libnw, an Open Knights project.
  Profile: Olias of Sunhillow   Send Message To: Olias of Sunhillow
Shanus
Game Owner
Profile: ShanusNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 07 Nov 2001
From: Melbourne, Australia
Posted: Tuesday, 07 January 2003 10:45PM
Just to follow up (maybe clarify) Gideons post. The value of tt01_01_01 (or whatever) refers to the MODEL name of the tile that is referenced in the TileX=nnn section of the Group.

- Shane
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Bokombur
Game Owner
Profile: BokomburNWN


Joined: 06 Aug 2002
Posted: Wednesday, 08 January 2003 07:47PM
This information is nice, and helped clarify some of the thoughts I had on the massive (relatively) file that was just sitting there. However, I want to use Wayland's GentleHills and Thallion's Hills Crossers, but they both have a .set file. Could anyone explain to me how to combine them? Or even better, if someone already has combined them, drop me a link to a download?

_________________
Visit my web page:

Bokombur's Neverwinter Nights Resource Compilation

(Note: Very old, still good info though.)
13th Monkey - My PW - Needs Builders
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Velmar
Game Owner
Profile: VelmarNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 12 Jun 2002
Posted: Thursday, 30 January 2003 07:30PM
I updated the file to reflect some info from BioWare`s
Tileset Tutorial (mainly pathnodes) .
The links above still work, but here is a new direct
link with "/" :
.SET explained

Vel
_________________
Well, let me guess : That`s me who failed his saving throw again, heh ?
-
Tileset Retexture / Combine Tutorials ? ....
www.velmar.de.vu
  Profile: Velmar   Send Message To: Velmar
Japol
Game Owner
Profile: JapolNWN
NWN: SoU
NWN: HotU


Joined: 18 May 2002
From: Los Angeles
Posted: Wednesday, 12 February 2003 07:51AM
Hey I have question about tilesets... I downloaded a combo tileset hak that has a lot of great tilesets in it. Problem is that one of them isn't working and I either want to fix it or remove it from my own ever-growing hak. It is of what looks like a pretty standard copy of the forest tileset but the "Paint Terrain" choices (Features, Groups, Terrain)do not show up in the toolset. It is just one big blank box. I checked the hak and all the tiles are there. I figure it must be in the .itp files (although I have no idea what that is, actually). Which file holds this info? and how might I check it see if I can fix it. Or if it is not fixable, how do I remove the tileset option from my "Create New Area" menu?
  Profile: Japol   Send Message To: Japol
cathoris
Game Owner
Profile: cathorisNWN
NWN: SoU
NWN: HotU
SW: KotOR PC


Joined: 03 Jul 2002
Posted: Thursday, 15 May 2003 05:04PM
just a message to those who ask about combining tilesets, or would like to know some of my techniques....

I created a tutorial on combining 1 tile from one tileset into another. It's fairly simple, and easy to read.
Click Here

If you follow this guide, and are pleased with the results, and want to continue further, I created a much older tutorial on combining full tilesets.

Click Here

hope this stuff helps out a bit.

BTW, these are also posted on NWVault as well.
_________________
DLAdventures
DLA Lead Tileset Designer
----------
Trust Microsoft Anti Trust Microsoft
http://www.anti-dmca.org
This is not about Napster or DVDs... It's about your Freedom.
----------
  Profile: cathoris   Send Message To: cathoris
Nitocris
Game Owner
Profile: NitocrisNWN
NWN: SoU


Joined: 20 Oct 2002
From: Riverside, Iowa, USA.
Posted: Friday, 04 July 2003 04:02AM
I seem to have a slight problem, and I can't figure out where to fix it, or really how to. I'm combining a an already modified city tileset with the default cave tileset, and both reference "Wall" but in different cases (One is a crosser and the other is a terrain.) They both share the same StrRef.

Quote: 
you do not have to use a StrRef
and in the ITP,

RESREF->RESREF->CastleWall
STRING->NAME->CastleWall

Using this method you can name it anything you want. The RESREF/RESREF points it to the crosser entry in the .SET file. The STRING/NAME is what gives it its name in the pallette of the toolset. The name will show up exactly as the second entry in the ITP file.

I'm going to try to rename the crosser something else like this says, but I just wanted to make sure that this is saying what I think it is (I'm really not used to editting tileset files, they're a bit daunting).. Do I just add another line in the ITP for String in the Crosser's entry? I don't have to add this anywhere else?

Edited By Nitocris on 07/04/03 04:09

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Yazilliclick
Game Owner
Profile: YazilliclickNWN
NWN: SoU


Joined: 03 May 2002
From: PEI, Canada
Posted: Friday, 24 October 2003 09:20PM
I have a question as to tilesets:

How do you create your own groupings or categories in the toolset (ie. the 'Features', 'Groups', and 'Terrain')?

I'm working with a tileset that has done this and I like the idea because I want to add more to it and organize the tiles in a better fashion.

I can see how the tileset deletes the default categories in one ITP file (it has two). However when it creates the categories that tiles are found in I'm wondering where the names come from? Exactly what is the RESREF referencing? I'm not sure, at first I thought perhaps the Terrain entries in the .SET file however not all categories are there (plus I guess it really didn't make sense).

A good example for me would be how to make an 'Oriental' category.

Thanks,
Yaz
  Profile: Yazilliclick   Send Message To: Yazilliclick
Velmar
Game Owner
Profile: VelmarNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 12 Jun 2002
Posted: Monday, 27 October 2003 11:28PM
First off,
it`s possible to create new entries in the itp.
But terrains don`t work in this for some reason,
as far as we know.
You`ll have to edit [TILESETNAME]pal.itp and
add a new listitem to it.
Check out this file Click Here to see how it┤s done.
You`ll have to add a new set of
DELETE_ME
ID
STRREF
entries, and adjust the 'NextUseableID' value for
each additional listentry.

On the RESREF references:
These refer to values in the .set file.
What exactly an entry references depends on the type of
group it is in.
If it references a tileentry, it is a group or feature
eg RESREF RESREF ttr01_q02_01 .
This model has to be Tile0 of a [GROUP] entry to
get placed, else it won`t work.
Technically groups and features are the same thing here.
I call them 'Bound in a group' because the tileentries
aren`t available for Terrain or Crosser placement
once they are part of a group.

If it references a Terrainname or Crossername
the RESREF refers to either an entry of
{TERRAINS] or [CROSSERS] .
eg 'RESREF RESREF ground' refers to either a crosser
or terrain of that name in the .set

Hope that helps.

Vel
_________________
DragonLanceAdventures - TilesetArtist

Tutorials, Tools ?

NWmax Documentation
  Profile: Velmar   Send Message To: Velmar
Heed
Game Owner
Profile: HeedNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 17 Oct 2001
From: Dasein
Posted: Thursday, 11 December 2003 02:59PM
Door Visibility Nodes:

Are only valid (i.e actually do something) for tileset specific doors. In other words, if your tile has only D01, D02 dummy nodes, then the door visibility entry will do nothing-- it only works on U01, U02, etc. nodes.

I pulled my hair out for quite a while figuring this out. I started to assume the node function was broken. I then decided to open my set in BuildTil and noticed the door node was greyed out for my tile. I checked a Bio tile and its door node entry was not greyed out-- I then realized the Bio tile was using tile specific doors. I changed mine to U nodes and sure enough the entry was no longer greyed out and in-game the visbility node changed with the door opening/closing.

Just some info. to save future frustrations-- Bio doesn't document this clearly and I didn't find this info. anywhere else.
_________________
Heed House 2

A Game is a machine that can get into action only if the players consent to become puppets for a time.

--Marshall McLuhan,
Understanding Media
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Dark_Hunter_Karinne
Game Owner
Profile: Dark_Hunter_KarinneNWN: HotU


Joined: 23 Nov 2003
Posted: Wednesday, 17 December 2003 09:14PM
I'm currently trying to make more mountainous looking regions. Is it possible(and how would i go about creating) a height transition higher than 1. So i guess what i'm asking is "Can i make it so that when a tile is raised/lowered there would be a steeper rise(like 2 levels in height)?
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Velmar
Game Owner
Profile: VelmarNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 12 Jun 2002
Posted: Friday, 03 June 2005 06:46AM
I just noticed that the link in the main post is outdated,
the files are no longer hosted there.

All my files are moved to the DLA server at
velmar.dladventures.com .

The new link to the .set explained pages is here: Click Here

Maybe some moderator can update the link in the first post, please ?
_________________
DragonLanceAdventures - TilesetArtist

Tutorials, Tools ?

NWmax Documentation
  Profile: Velmar   Send Message To: Velmar

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