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NWN2 ORIGINAL HAKPAKS

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Name  Invisible Tile Construction Helper
Author  crystal violet
Submitted / Updated  03-10-2008 / 03-12-2008
Category  Tilesets
Patch  1.11
NWN2Game  NWN2:MotB
Description
One invisible tile in a new tileset called "Constuction Helper". The tile consists of a transparent floor and a walkmesh (stone sound). I also kept the standard C3-mesh for open floors in, though I'm not sure what that's good for. The texture is the tiny one the game uses for collision helper objects.
I made this mostly as a blank basis for a building system that works with placeables only, but I guess it could have other uses as well. Try putting a few firefly effects in it. :)

Installation:
-------------

It's just a very small addition, so I didn't bother with a hak. Just put everything in the override folder or in your own hak pack.


Version History:
----------------

1.0 - Initial Realease, designed for v1.11 of NWN2 + MotB.


Files

NameTypeSizeDownloads
invisible_tile.zipinvisible_tile.zip
Submitted: 03-10-2008 / Last Updated: 03-10-2008
zip9.92Kb187
--
SCORE OUT OF 10
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3 votes
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SCREENS

Let there be light!
(invisible tile + fireflies + light spell)





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Comments (6):

Posted by Elrahc at 2008-12-23 21:51:22    Voted 9.00 on 12/23/08
Cool, I could use this.


~Elrahc
_________________________
"Ahh! Opposable digits!"

Posted by crystal violet at 2008-03-27 18:32:55    
@ Carpot_Muncher

I'm not sure what you are talking about exactly... Do you mean a tile with a simple black wall? If so, how high (compared with the usual tile walls) would that have to be to suit your purpose?

Posted by Carpot_Muncher at 2008-03-26 01:49:53    
You have an interesting concept here. I wonder if it could be expanded upon in this way:

One flaw about interior maps is that when a player tilts the camera at an angle between a top-down view and a flat, horizontal view, then when they explore an interior map , as they get near the edge of a room, then they can already get a preview of the adjacent areas, because they can see the top surfaces of all of the neighboring tiles. This is most obvious in a maze like map.

So after reading the description of this project, I thought perhaps a tile could be made to act as a buffer between neighboring rooms/halls, so that players can not see the shapes of the neighboring areas before they get there.

Currently, I have to buffer by up to three rows of tiles so that players can't see into neighboring areas, though if its a taller tileset, then I have to use even more of a buffer. This of course wastes space by inflating the interior map size.

I could break it down into smaller maps, but am trying to minimize the number of transitions our players have to use.

So if this new tile idea could work, it could potentially allow one to save a lot of map space and keep inter-map transitions to a minimum.

I suppose we could use some sort of placeable, tint it pure black, adjust its height and width to match the application, insure that fade=1 on the placeables.2da, and use it as a divider between tiles. Though ideally, if it were built into an interior tile, this would be very convenient.

Posted by wisdomknight at 2008-03-15 10:08:42    Voted 10.00 on 03/15/08
Incredibly creative idea!

Posted by nicethugbert at 2008-03-12 12:52:03    Voted 10.00 on 03/12/08
NEAT!
_________________________
NTB's Hills and Valleys Vol. 00

Posted by jaz at 2008-03-12 04:06:02    
Very cool. :)

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10 - A Masterpiece, Genuinely Groundbreaking
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7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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