Games Support Forums BioWare Info My Account Login Community Sign Up Store
Neverwinter Nights 2 Forums

NWN2: Builders - NWN2 Toolset

New Topic    Locked

Go to Page ( 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 , 20 , 21 , 22 , 23 Next )

    Add this To My Topics

   Go To Bottom

Author Toolset Q&A Thread: Part 3
Miserere
Game Owner
Profile: MiserereNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 17 Jul 2002
Posted: Friday, 20 October 2006 04:36PM
Quote: Posted 10/16/06 17:28 (GMT) by Terror2001

Quote: Posted 10/13/06 02:03 (GMT) by ScreminMemes
Not really, in fact - it makes it better. The off limits area is there to create the illusion of seamlessness. All you need to to to make your areas seamless is copy one then move it to the side until the last two in-bounds rows from the original area are the first two out of bounds in the next area.

I've been looking for a way to copy sections of a map to create this seamless effect but have yet been unable to. I understand the copying of the map to a new map, but how do you select and move a group of tiles?

Don't try to copy sections of a map. Instead:
(1) Make a copy of the entire area (i.e. copy the area itself, not the terrain and stuff in it). Just select the area in the area list, right-click, and select copy.

(2) Identify the edge you want to carry over (let's say it's the North edge of the original area, so you want to preserve the *North* edge of the new area as well).

(3) Select and delete all objects that do not fall within the 4 tiles along the edge you are preserving (otherwise all those objects will collapse to the new edge when you do the next steps, which will screw up the areas you want to preserve). So in our example we delete all objects that are not within 4 tiles of the *North* edge of the new area.

(4) Use the Resize option (I think it's in the Edit menu, but I don't have the toolset in front of me right now) and reduce the size of the edge *opposite* the one you are preserving until you have only 6 tiles in width, total (4 of which will be off limit areas). The 2 off-limit areas from the other area will now be the walkable areas of the new area. In our example, we would remove most of the tiles on the *South* edge of the new area.

(5) Use the Resize option again to increase the size of the area back to what you want it to be, this time on the other edge. Now you have extended out the walkable area in the other direction and can build it up however you want. So, in our example we would add several tiles to the *North* edge. Et voila.

Think of the process as kind of inch-worming your way from area to area. You move to a new area (by making a copy), contract the area to eliminate the parts you are leaving behind, and then extending again in the direction you are moving. Does that make sense, or do I sound like I'm on crack?

Anyway, hope that helps. I've tried this and it works like a champ. Where this method falls apart is if you try to create four areas arranged in a square pattern, since the fourth area you make will only be able to "inherit" the edge of one of its two adjoining areas, not both. That's where you'd have to do some fudging.
_________________
Miserere
Project Lead (Retired)
Tales of the Pendragon (Defunct)

Edited By Miserere on 10/20/06 16:46

  Profile: Miserere   Send Message To: Miserere
Sid Nitzerglobin
Game Owner
Profile: Sid NitzerglobinNWN
NWN: SoU
NWN: HotU
SW: KotOR Xbox
SW: KotOR PC
Jade Empire
Jade Empire:SE
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect
Mass Effect PC


Joined: 21 Jun 2002
From: fROMOHIO
Posted: Friday, 20 October 2006 09:42PM
OK, sorry if this was peviously answered and I missed it but after a few hours of clicking in toolset and reading this 33 page FAQ and the toolset docs, I still can't seem to figure out how to copy the built in scripts for editing.

Anyone figured this out yet?

Failing that, anyone know how to simultaneously view a built in scripts and a new script so I can copy/paste or just manually recreate the code in a new script?

Thanks in advance.

Edit: LOL, nevermind. 5 minutes after posting I managed to get the built in script to open in a new tab by clicking the Open button from script select pop up in the Script section of the placable's Properties page.

Edited By Sid Nitzerglobin on 10/20/06 21:57

  Profile: Sid Nitzerglobin   Send Message To: Sid Nitzerglobin
DS Divine
Game Owner
Profile: DS DivineNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
Jade Empire:SE
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect PC


Joined: 21 Oct 2006
Posted: Saturday, 21 October 2006 11:41AM
Hello in there.
I have three questions for now.

1)Please, take a look at following links (screenshots): Click Here Click Here
and tell me, how do I get rid of that blue "fog" ( its not "Fog" really, but I dont know how to describe it) that make everything dissapear whenever I zoom out. ( Im sorry, my english isn't that great and I can't explain better- I hope screenies help.

2) Its 'bout painting waters. Check this out:
Click Here The picture is big, possibly take some time to load )
See that grass in the middle of waterpool? I dont need it, really. Why can't I cover everything with water? How do I get rid of That?


And 3) Why doesn't music always play? Yeah, it play sometimes. But sometimes not.
The ambient sounds doesnt play at all.

Thanks

Edited By DS Divine on 10/21/06 11:50

  Profile: DS Divine   Send Message To: DS Divine
bloodsong
Game Owner
Profile: bloodsongNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 31 Dec 2002
Posted: Saturday, 21 October 2006 03:43PM
DIVINE:

1: go to View: Options: Graphics.
look for an entry under FarPlane. change it from 100 to something larger like 500 or 1000.

2: you need to lower the ground under the area where you want the water to go, before you try to put water in it. dig the moat first, then fill it ;)


Q: can somebody make a definitive chart of placeables vs tiles vs baking in regard to being walkable/unwalkable? i know that tree objects dont block things unless you cut them out, and changing placeables to environment things does make them unwalkable... i think. you know what i mean? i just tried converting a placeable to an environment object, and i can't even tell the difference... :/
  Profile: bloodsong   Send Message To: bloodsong
RG_Baldur
Game Owner
Profile: RG_BaldurNWN 2


Joined: 22 Oct 2006
Posted: Sunday, 22 October 2006 04:46PM
Here is my question: I downloaded some prefab stuff to look at / tear apart to help me understand the toolset. Inside the download, instead of .erf's (which I expected) I found .pfb's. What are they and how do I use them? imported like an .erf or something else?
  Profile: RG_Baldur   Send Message To: RG_Baldur
Urlord
Game Owner
Profile: UrlordNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 02 Jul 2002
From: Douglasville, GA USA
Posted: Sunday, 22 October 2006 05:45PM
FIRST QUESTION

In NWN, triggers could be made taller to account for rises in the terrain. When I place a trigger in NWN2, the trigger seems to be flat and it disappears under the hills.

My question is: Does the Trigger extend above and below the terrain so that it doesn't matter, or is will the trigger not be activated where it disappears below the terrain?

==== ==== ==== ==== ==== ==== ==== ==== ====

SECOND QUESTION

Is there an easy way to turn an instance of an object already placed into a new Module Blueprint?
_________________
Peace,

Jim (Urlord)
WizardStorm.com
--------------------------
"Can you destroy the earth?
Eee-gad, I hope not? That's where I keep all my stuff."

Edited By Urlord on 10/22/06 17:47

  Profile: Urlord   Send Message To: Urlord
EW Desolator
Game Owner
Profile: EW DesolatorNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 21 Aug 2005
Posted: Monday, 23 October 2006 02:29AM
How do you place objects on top of other objects? Like put a plate on a table or something.
  Profile: EW Desolator   Send Message To: EW Desolator
knightsubzero
Game Owner
Profile: knightsubzeroNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 04 Aug 2003
Posted: Monday, 23 October 2006 04:11AM
desolater the "s" key is your friend, s = stackable, highlight table, press s, highlight plate, press s, move plate to table.
_________________
Play dragonlance server in action if you want to see my work

www.dlrohforums.com/forums/
  Profile: knightsubzero   Send Message To: knightsubzero
RG_Baldur
Game Owner
Profile: RG_BaldurNWN 2


Joined: 22 Oct 2006
Posted: Monday, 23 October 2006 05:20AM
Quote: Posted 10/22/06 16:46 (GMT) by RG_Baldur

Here is my question: I downloaded some prefab stuff to look at / tear apart to help me understand the toolset. Inside the download, instead of .erf's (which I expected) I found .pfb's. What are they and how do I use them? imported like an .erf or something else?

Does this mean no one on the forums knows the answer to my questions?
_________________
NWN2 PW Project Urth Website!
http://urth.roguegamers.com/
  Profile: RG_Baldur   Send Message To: RG_Baldur
knightsubzero
Game Owner
Profile: knightsubzeroNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 04 Aug 2003
Posted: Monday, 23 October 2006 09:22AM
they are the prefabs, you put them in your overide folder.
_________________
Play dragonlance server in action if you want to see my work

www.dlrohforums.com/forums/
  Profile: knightsubzero   Send Message To: knightsubzero
RG_Baldur
Game Owner
Profile: RG_BaldurNWN 2


Joined: 22 Oct 2006
Posted: Tuesday, 24 October 2006 12:28AM
Well, thank you very much Knightsubzero. I though .pfb might be for Prefab, just wasn't sure what to do with them. In NWN 1 they all came in haks or erf's, so they had thier own folders..lol. Thnaks again.
_________________
NWN2 PW Project Urth Website!
http://urth.roguegamers.com/
  Profile: RG_Baldur   Send Message To: RG_Baldur
knightsubzero
Game Owner
Profile: knightsubzeroNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 04 Aug 2003
Posted: Tuesday, 24 October 2006 03:35AM
no probs, it is a little wierd huh
_________________
Play dragonlance server in action if you want to see my work

www.dlrohforums.com/forums/
  Profile: knightsubzero   Send Message To: knightsubzero
Gryndell
Game Owner
Profile: GryndellNWN
NWN: HotU
SW: KotOR PC
NWN 2


Joined: 21 Jun 2002
Posted: Tuesday, 24 October 2006 04:00AM
Q: I was goofing around with lighting effects outside and laid down a windowbeam (Placed Effects, Window Beam 1). It casts a neat little window effect on the ground. But when I tried to rotate it, the little diamond indicator spun, but the window pattern didn't rotate. Is it supposed to? It would look odd for me to place a building at an angle but have all the window patterns pointing north!

I opened its property window, and even though the Orientation line is grayed out, I can still rotate the diamond with my mouse, and the Orientation values change when I re-open it. But again, the pattern doesn't rotate.

Edited By Gryndell on 10/24/06 04:22

  Profile: Gryndell   Send Message To: Gryndell
RG_Baldur
Game Owner
Profile: RG_BaldurNWN 2


Joined: 22 Oct 2006
Posted: Tuesday, 24 October 2006 04:40AM
Odd. I have been able to add, rotate and delete the window beams. Let me see if I can recreate the problem with Beam 1. I'll get back to you if I can solve the problem
  Profile: RG_Baldur   Send Message To: RG_Baldur
Gryndell
Game Owner
Profile: GryndellNWN
NWN: HotU
SW: KotOR PC
NWN 2


Joined: 21 Jun 2002
Posted: Tuesday, 24 October 2006 04:42AM
Thank you. In case it matters, I'm running toolset 1.0.780.0 with a Radeon 9800 Pro. Not very high on the supported cards list, but it does run.

I'm also running a fairly old set of drivers (I don't like changing what isn't broken). Maybe I should look into updating them.

Edited By Gryndell on 10/24/06 04:50

  Profile: Gryndell   Send Message To: Gryndell

Go to Page ( 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 , 20 , 21 , 22 , 23 Next )

New Topic    Locked

What do these icons mean?
Where can I learn how to use the forums?

Jump To:

Search Forums | Forums FAQ | Forum Archives

 

 

  Visit the Official Site | Technical Support
Neverwinter Nights 2 Official Support
Hide/Show

English
Deutsch
Français
Español
Italiano

Hide/Show

6,254,285 Users
131 Online
8 Logged In

9,046,741 posts in forums

Newest Forum Topics:
1. These forums are now closed (NWN 1: Scripting)

2. These forums are now closed (NWN2: Guilds and Registry)

3. These forums are now closed (BioWare News Discussion)

4. Can you level items? (NWN 1: Scripting)

5. Thank you! (NWN 1: Scripting)


Current time is: (set time)
Thu, 09 September 2010 11:02AM