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NWN2 TUTORIALS

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Name  erikbreau's L3DT/YATT Tutorial for dummies (and me).
Author  erikbreau
Submitted / Updated  06-28-2010 / 07-03-2010
Category  Modelling
NWN2Game  All
Description
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.

Files

NameTypeSizeDownloads
1205x1205_25_areas_B.bmp1205x1205_25_areas_B.bmp
Submitted: 06-28-2010 / Last Updated: 07-03-2010
bmp1.4Mb79
1205 x 1205 pixel map of twenty-five 24x24 areas in a 5x5 grid layout. Version B.
1687x1687_49_areas_A.bmp1687x1687_49_areas_A.bmp
Submitted: 06-28-2010 / Last Updated: 07-03-2010
bmp2.7Mb78
1687 x 1687 pixel map of forty-nine 24x24 areas in a 7x7 grid layout.
Great for a small continent build.
NwN2TerrainsusingL3DTYATT.rarNwN2TerrainsusingL3DTYATT.rar
Submitted: 06-28-2010 / Last Updated: 06-28-2010
rar3.4Mb216
The instructions in .pdf format.
1205x1205_25_areas_A.bmp1205x1205_25_areas_A.bmp
Submitted: 06-28-2010 / Last Updated: 07-03-2010
bmp1.4Mb83
1205 x 1205 pixel map of twenty-five 24x24 areas in a 5x5 grid layout. Version A.
2410x2410_100_areas_A.bmp2410x2410_100_areas_A.bmp
Submitted: 06-28-2010 / Last Updated: 07-03-2010
bmp5.5Mb99
2410 x 2410 pixel map of one hundred 24x24 areas in a 10x10 grid layout.
Great for a continent build.
pub?id=1zxVWg-iGqTKR3LSufYw6RTq9qP7Cpd9vB2GneerINawpub?id=1zxVWg-iGqTKR3LSufYw6RTq9qP7Cpd9vB2GneerINaw
Submitted: 06-28-2010 / Last Updated:
pub?--139
The same instructions as an online resource. External Website Beyond Our Control
SCORE OUT OF 10
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2 votes
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SCREENS

YATT measurements


The L3DT terrain.


The final product, ready for texturing.





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Comments (13):

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Posted by TD_M�phisto at 2010-09-05 08:02:35    
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".

Other collection editors are working just fine.

Posted by erikbreau at 2010-07-10 17:31:11    
...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

Posted by erikbreau at 2010-07-03 18:44:17    
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.

Posted by erikbreau at 2010-07-01 19:20:28    
@: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
Does someone have a link to the current 1.23 version of YATT? The one linked from here is not current.
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by erikbreau at 2010-07-01 07:29:32    
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.

This affects continent building.

_________________________
NTB's Hills and Valleys Vol. 00

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.


_________________________
NTB's Hills and Valleys Vol. 00

Posted by erikbreau at 2010-06-29 15:32:43    
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
Yay!! Thanks so much for this!
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

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7 - Very Good, Deserves a Look
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4 - Some Merit, Requires Improvements
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