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.
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 on06/25/06
From someone that stands on the shoulders of geniuses, "The view is amazing." Thanks for this.
Posted by RoadWyrm at on06/30/06
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 on06/21/06
Tile-tastic!
Posted by shadowsilk at on10/08/06
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 funpagan@yahoo.com
Posted by DevaWinblood at on06/10/06
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 on06/03/06
A very wonderfull script. _________________________ [R1 Elven City Expansion] [Ctp Release 1 Tilesets]
Posted by DLA at on06/03/06
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