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.
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 on07/18/07
Outstanding work! Keep it up
Posted by Sunjammer at 2007-07-1413:07:27
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 at on07/13/07
And the vote ;) _________________________ "Where do you run, when the earth becomes your enemy?"
Posted by Spectral at on07/13/07
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 on05/18/07
Awesome
Posted by jabbadahut at on01/05/07
Awesome!
Posted by Darkvalley at on06/05/11
Simply great!!
Posted by shadowsilk at on10/08/06
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 funpagan@yahoo.com
Posted by Primogenitor at 13:18:42 Voted10.00
*buys Sunjammer a virtual pint* Congrats, this is in the HoF now!