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.
Further Information
If you have any questions, suggestions or constructive comments in the please let me know either here, on the BioBoards or via my website.
Posted by Darkvalley at 2011-06-05 12:10:08 Voted 10.00 on 06/05/11
Shame on me, forget to vote on this superb script system! A MUST have ...thanks Sunjammer.
Posted by William_WoC at 2011-02-18 20:52:05 Voted 10.00 on 02/18/11
Recently discovered, and utilized. Sunjammer was kind enough to help me out as well, and answer a few questions I had regarding his system. An excellent script, and a good person that wrote it. What more can I say...but "10". ;) _________________________ Deputy Admin and Builder Foreman Link
10 years and running. :)
Posted by gpudney at 2008-11-08 08:41:39 Voted 10.00 on 11/08/08
Sorry for the late vote. Brilliant work.
Posted by AmanShadar at 2008-09-24 10:35:21 Voted 10.00 on 09/24/08
Posted by Bluebomber4evr at 2008-03-21 20:51:46 Voted 10.00 on 03/21/08
great system, really livens up modules with fantastic visuals! _________________________ Link a Ravenloft persistent world
Posted by sporaxis at 2007-12-13 23:06:39 Voted 9.00 on 12/13/07
Sunjammer, loved your scripts, so much I pulled out the sexy bits and bolted them into my oneters. Once again, excellent work.
Sporaxis _________________________
Sporaxis
"Smashing other peoples bits together to make a better world"
blog: Link
Posted by rpg_pro at 2007-10-06 09:06:43 Voted 10.00 on 10/06/07
I haven’t even started using it yet, and already I know this is going to some of my areas look far better. I was a little scared about applying such effects, but as they’re entirely script-based, I can add them to any area and send the reesultant ERF to other people and they’ll not class with things.
(The video tutorial definitely helps too!) _________________________ — RPG-Pro
=============== Link
Posted by Vuldrick at 2007-08-05 07:21:08 Voted 10.00 on 08/05/07
Very useful! Great job! _________________________ Vuldrick Garrison
Posted by Blasco-Yang at 2007-08-04 13:40:39 Voted 10.00 on 08/04/07
Excellent work. Certainely in my top 10 list of things to have for module building. Enabled me to do some really creative things with my areas. Thanks Sunjammer!
Posted by Axe_Murderer at 2007-07-20 19:32:44 Voted 10.00 on 07/20/07
Thought I voted on this already but looks like I forgot. Sorry for the delay.
Hands down the very best method for incorporating Tile Magic effects into your module. I highly recommend it.
Posted by moorefallen at 2007-07-18 05:06:33 Voted 10.00 on 07/18/07
The black tile is already there as SJ_TILEMAGIC_ORDINARY_PIT: it makes very good rivers of oil/tar if you get the height just right.
However if you want to use an effect that isn't there (or you couldn't find) you can always use the effects magic number, in this case 506 (which I suspect you already knew but others might not).
Oh, and thank you for the vote. _________________________ Sunjammer
Code Monkey
Posted by Spectral Wolf at 2007-07-13 10:39:50 Voted 10.00 on 07/13/07
And the vote ;) _________________________ "Where do you run, when the earth becomes your enemy?"
Posted by Spectral Wolf at 2007-07-13 10:39:12 Voted 10.00 on 07/13/07
Hi Sunjammer!
This is really a great tool, excellent for making a variation in areas, and breaking the limits of the tileset ;)
Maybe you could add the Black Tile VFX too? It is ID 506, and is very useful for cutscenes and other moments where absolute black is needed.
Anyway, an awesome tool for any module-maker. Cannot be anything else than a 10 =) _________________________ "Where do you run, when the earth becomes your enemy?"
Posted by hexmendacious at 2007-05-18 03:45:03 Voted 10.00 on 05/18/07
Awesome
Posted by jabbadahut at 2007-01-05 18:06:59 Voted 10.00 on 01/05/07
Awesome!
Posted by Darkvalley at 2006-10-27 00:00:01 Voted 10.00 on 06/05/11
Simply great!!
Posted by shadowsilk at 2006-10-08 10:37:05 Voted 10.00 on 10/08/06
Just plain good. Nothing i can add... _________________________ Link The Hall of Stormborns! Calling all shadowfolk! E-Mail me your favorite A Dance with Rogues character build at [email protected]
Posted by Primogenitor at 2006-07-03 13:18:42 Voted 10.00
*buys Sunjammer a virtual pint*
Congrats, this is in the HoF now!
Posted by Ariel at 2006-07-03 05:29:36 Voted 10.00 on 07/03/06
Nice!! _________________________ /Ariel
Posted by RoadWyrm at 2006-06-30 11:09:05 Voted 10.00 on 06/30/06
Just to avoid any confusion I thought I'd best mention the "Value Packs" are not hak paks. They are simply a couple of ERFs containing a selection preconfigured AutoTiles (placeables) and Markers (waypoints) to make things easier for non-scripters. They are both optional extras and there is a ReadMe file in the ZIP to explain which is which.
I should also point out that (despite begging BioWare) none of the current TileMagic effects in visualeffects.2da have the OrientWithObject feature enabled. Therefore in order to take advantage of TileMagic's Rotation control we must either modify the existing effects or add some new ones (there is a tutorial for this on my website). Unfortunately it does mean that ultimately we would have to distribute the modified visualeffects.2da through a hak pak.
While on the subject of rotations I have posted an update to *CoverLargeArea in the "TileMagic Snippets" section on my website. It now includes the nRotation parameter which I inadvertently failed to add when copying the old snippet into v2.03.
Finally I'd just like to express my appreciation to everyone who has taken the time to vote since, well, since the last time I said thanks. _________________________ Sunjammer
Code Monkey
Posted by Quartinium at 2006-06-25 19:58:45 Voted 10.00 on 06/25/06
From someone that stands on the shoulders of geniuses, "The view is amazing." Thanks for this.
Posted by RoadWyrm at 2006-06-25 14:12:17 Voted 10.00 on 06/30/06
Iv been a fan of the tile system since the original script. The only issue I ever had was with the fog system not looking right with these but thats small potatoes for what this does.
Its great to see that this has grown so much over the years.
Ill have to DL this version and test it out befor I vote because one of the other updates appeared to be a hak and not just a script.
One of the coolest features that Iv been able to work on is thanks to this script. Even with the original script it made it possble for castle walls to seamlessly intergrate to ruin tiles thanks to a little grass.
The option for random tile directions is just mind bogling.
Keep up the great work SunJammer!!!
Posted by Mister_Leebo at 2006-06-21 12:27:52 Voted 10.00 on 06/21/06
Tile-tastic!
Posted by shadowsilk at 2006-06-21 09:28:07 Voted 10.00 on 10/08/06
Superb!
I learned a lot about the toolset and custom content banging my head against the wall trying to do the things Sunjammer has made simple. I don't know whether to be glad I did, or to wish I had found this first.
The important thing is that I found it. _________________________ Link The Hall of Stormborns! Calling all shadowfolk! E-Mail me your favorite A Dance with Rogues character build at [email protected]
Posted by DevaWinblood at 2006-06-10 00:37:35 Voted 10.00 on 06/10/06
I have to give credit where it is due. I looked at these scripts. It has to be the best commented script I have ever seen. That includes anything I have done or anything I have seen from Bioware. Top Notch professional script design. Congrats.
Posted by RedOne at 2006-06-03 10:50:54 Voted 10.00 on 06/03/06
Posted by DLA Gale at 2006-06-03 06:05:21 Voted 10.00 on 06/03/06
Very nice ideia. Still serves as base for a lot of scripts 1.5 years after initial release. Congratz _________________________ Gale
Lead Tech Designer DLA Team