Editing tile textures in .set files?
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boodah
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Editing tile textures in .set files?

Post by boodah »

Is it possible to alter one of the textures a model/tile is using via a .set file without having to edit the actual model?

To give some background to this strange question: I'm currently phunking around with Colfusio's Oriental Tileset (I added Toro's grass to it via the set file) and was thinking about adding some of the tiles in it to other tilesets, like the rural winter one. I succeeded in importing tile groups, but there ground texture is still the rural grass one.

I know, I could edit the models manually to change the bottom texture, but then I would have to rename the mdls and the put them twice in a hak. I would like to do it only with the set files.

I'm using the SetEditor Beta 0.85 and there is an option for changing missing textures, but it doesn't work for me. Is there anything special to do when setting up this Editor, like pointing it somehow to the nwn installation dir or something like that?

I'm apologize in advance if this question doesn't make too much sense to you :o.

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Christopher
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Post by Christopher »

The only texture you can change within the .set file is the dynamic grass that comes up with the .wok is set to grass. You can change the height and amount... See NWN CC Wiki for some of the settings.

What you might just want to do is change the texture that the Grass uses and put it in you override dir if you are looking for a short cut. The long version would be to uncompile all the tiles and use a find and replace for a new grass texture.

boodah
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Post by boodah »

Thank you for the reply.

To clarify my post above, I was trying to change the rural grass texture to the rural winter one (with snow).

Well, I guess I have to do it the hard way, then (or just give up and leave the tile work to the experts:p). I succeeded with extracting the mdl from the original hak, renaming it and changing the bottom texture in the mdl file itself. But I guess, I'll also have to edit the wok for the right footstep sound.

Anyway, thanks again.

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cervantes
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Post by cervantes »

Boodah there is wokmesh editor which allows you to change footsteps available on the vault and if I wasn't at work I would throw you a link. The best I can do from work is tell you and hopefully a search of the vault will pull it up for you.

boodah
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Post by boodah »

Heh, thanks but I allready found one (was linked from the new tno xp). Anyway, I guess it will be some time until I come to this part (and maybe I just do it with scripts in-game, it works for water, at least). I now decided to dublicate the ori-tileset and to try a snowy reskin.

boodah
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Post by boodah »

I know, my little project is really laughable in comparison to what most of you guys are working on, but I'm so proud of myself, I just had to post!!!:D

I DID IT!!!!!!!!!!

I successfully imported the oriental models (+Hills/Sand/Shallows) in the rural winter tileset and retextured them so that they fit in. Only thing left to do now is changing footsteps in the woks, editing the edge 2da and doing some nice loadscreens.

Big thanks again to Christopher. Your hint about the 'search & replace' thing pointed me in the right direction. Never thought it would be that easy.

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Christopher
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Post by Christopher »

Hey, we all start our custom content journey somewhere. NWN has ruined me for gaming. Unless CC work can be added I am not all that interested in the game!

I put up these forums for the very reason your here. I love working with custom content and it took my years of reading forums, asking questions and doing. Oh, had a lot of time reading or watching 3dsmax tutorials.

I still learn something new every time I work on these tiles. :thumb:

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cervantes
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Post by cervantes »

Great Boodah glad your begining to pick on things but I must warn you when you input terrains and crossers from one set to another set they do not usually play nice with the already established terrains and crossers so watch for errors and hard to place things.

boodah
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Post by boodah »

I also thought that there would be some problems with crossers and terrains, but after some testing, I didn't come up with problems related to that. I guess that is mostly because the rural winter is for the biggest part just a reskin of the normal rural tileset.

I'll expect to encounter trouble when importing into Dessert, City Exterior and Underdark. But first ... back to the footstep sounds.:D

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