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- Pstemarie – Project Q Admin
- Bannor Bloodfist – CTP Admin
- Merricksdad – Tileset and Tutorial Creator
- BioWare Corp. – Tileset Construction Tutorial
- Tonden Ockay – Compiled and edited document: NWN CTT 1.0 Beta
| Table of Contents |
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Tileset Overview
A tileset is a selection of tile models all referenced from a single tileset file (.SET).
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Using this naming convention can get you into trouble if you have a name that might overlap with existing tilesets in original content, or custom content on the vault. Original tilesets include standard prefixes such as those on the following table. However, custom content tilesets can and do have almost any prefix, and reasoning does not always follow this standard.
| Prefix | Tileset |
|---|---|
| TCN01 | City Neverwinter |
| TTR01 | Terrain Rural |
| TDC01 | Dungeon Crypt |
| TIC01 | Interior Castle |
Later versions of revamped original tilesets included with the NWN:EE versions have "02" in their prefix. This allows them to be used as optional versions, rather than forced overrides. You can do similar with sets you create.
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Tiles can be animated using the following animation names.
Name | Expected Frame Length (at 30 FPS) | Purpose |
animloop1 | 50 | A looping animation which animates a subset of the parts of a tile. |
| animloop2 | 50 | |
| animloop3 | 50 | |
| Day | 50 | The animation state during daytime. Ex. when night lamps are out. |
| Night | 50 | The animation state during nighttime Ex. when night lamps are on. |
| Night2Day | 50 | Just like it sounds: this (and the below Day2Night) runs at the transition of night/day. Used for e.g. turning on night-time torches or lanterns, and for fading-in night time illuminated window meshes over ordinary daytime window meshes, using keying of alpha values on the night-time window mesh. |
| Day2Night | 50 | See above |
| tiledefault | 50 | The default animation of a tile. Will be assumed when not specified. Not required. |
Animloops
Animloops control a subset of the tile parts. Some parts can be bound to animloop 1, 2 and 3 separately, and then can be enabled/disabled separately. This allows one tile to have many uses.
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