Want to develop beautiful landscapes in NWN2 for your module or PW, but can�t wrap your mind around the the instructions out there?
Then get ready, this is going to be direct and to the point. We are going to build this in THREE (relatively easy) steps...
This tutorial will produce terrains and sets of terrains in a generic, one tone texture, ready for use in less than a day.
[added 03/07/10] I realized that not everyone has access to L3DT, so I have added a few height maps for those who want them. Use the whole map or just parts, just be aware that they are made with 24x24 areas (6x6 megatile areas) in mind at 241 pixel scales.
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J'ai un soucis avec colourmaps lorsque je clic sur ajouter j'ai aussitôt le message d'erreur suivant " Une exception a été levée par la cible d'un appel" heightmaps et Texturemaps, fonctionnent correctement, si quelqu'un peut m'aider :)
I have a problem with colourmaps. Whenever I click "Add" in the "Colourmap Collection Editor" dialog, a message box with the text: "Exception has been thrown by the target of an invocation".
...again, the information is appreciated NTB, but this is a beginners tutorial... lol
Erik.
Posted by nicethugbert at 2010-07-08 07:22:06 Voted 10.00
I just remembered that L3DT does tiling. It uses it for memory management. But, I suspect you can use it for the purposes out lined in this tutorial, IIRC. You would still need to resize each tile in an external program such as Irfanview or GIMP. YATT Height maps are odd, a multiple of 24, +1. YATT Texture/Alpha Map sizes are multiples of 128. _________________________ NTB's Hills and Valleys Vol. 00
It dawned upon me that not everyone would have access to L3DT, although I STRONGLY urge you to buy it!
Therefore, I have generated 4 random height-maps and uploaded them, allowing you to skip Step 1 entirely and get right to work on step 2!
I might also be inclined to generate maps for those who are looking for something random, but of a particular size. IF they 1) ask politely and 2) understand that these are randomly generated, I don't have the extra time to do something custom. Email me...
Erik.
@:MokahTGS.
What do you mean? The YATT version I have installed is Ver.0.9.15.32482. I downloaded it form the Vault link. In that vault's entry on page 10, Simon last posted on 2008-04-26 that the version would be for nwn2 build 1.12 ... is there a more recent build of YATT?
Erik.
Posted by MokahTGS at 2010-07-01 14:51:41 Voted 9.75 on 06/29/10
Has anyone tried using this tutorial yet? I'm curious to know of their opinions?
(and yes NTB, all that is true, but that isn't the purpose of this tutorial, this is for people who are beginning and would like to kow the basics on how to use the tools (L3DT & YATT) for random terrain generation).
Erik.
Posted by nicethugbert at 2010-06-29 19:27:08 Voted 10.00
I forgot to add that height maps are 256 bit maps which limits the difference between the lowest and highest altitude on a map before you start to see unintended abrupt altitude differences. Also, you can place water in between -200 and +200 meters only in NWN2.
Posted by nicethugbert at 2010-06-29 18:59:57 Voted 10.00
The grid does not have to be square. You can make rectangular ones in L3DT and import them as such with YATT.
To make an L3DT map correspond to NWN2 you have to set the Horizontal Scale to 0.3125. Then L3DT will use the same meters to pixels ratio as NWN2.
You can use this to make maps larger than the L3DT limit by setting the Horizontal Scale to a multiple of 0.3125. But then you have to use an external program such as GIMP or Irfanview to increase the size of the map to match. You would look up the size of your map in meters in one of my links above to get the pixel size you would need to resize your map to before feeding it to YATT.
Chances are that the results would be much larger than what's listed in my links. But that easy to solve by just opening up the .ods file I linked and extending the rows.
This is true.
However, that method limits the scope of the terrain layout and sizes to a square set of terrains and a fixed maximum number. Say I want 24x24 areas, I can only go as high as 10x10 set of areas.
I have built ALL the exterior areas of Europa II using Gimp as a medium translator and this new technique, and the 24x24 areas were placed in a 17x11 grid configuration.
Theoretically, with gimp to modify the heightmap, you could do ANY sized terrain or translate any terrain as desired. Less limitations, for a little more works.
;-P
Erik.
Posted by MokahTGS at 2010-06-29 11:38:31 Voted 9.75 on 06/29/10
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