However, I want to use both the original and this modified one (to create two different cities/townes with a little different look/feel.) I presume what I need to do is to create a tileset to house the modified one, but that’s outside of my experience and I could not find guidance on this. Anyone know?
The special case of turning an overwriting reskin into an additional tileset is simple in concept, but a lot of work unless you automate it with a good text editor e.g. notepad++.
Let’s say the original tileset has the code TNO01.
In essence, you need to rename all the files, and references to files, in the reskin version to a different code, e.g. XNO01.
Files to be renamed include
.set file
.itp palette file
edge tile .2da
tile models
walkmesh models
textures
minimap textures
Sounds daunting, but it’s just a global edit, replacing TNO01 with XNO01. You may find some textures don’t have systematic names, in which case add XNO01_ as a prefix.
The reskin is probably just texture overrides. The remaining files need to be copied and renamed from the original tileset.
Internal references to be changed include
.set file (tieset name shown in the toolset, tile models and minimap texture names)
edge tile.2da (tile models)
models (self-reference and texture names)
Again, just a global text edit.
If the models are compiled, they will need to be decompiled first (see wiki).
If doors have been reskinned, they will need a similar renaming process, and the .set file will need to reference new entries in doortypes.2da.
The latest Clean Models will decompile all the models in one pass (or use nwnmdlcomp if 1.69 compatibility is required).
The NWN Model Renamer will change both the file names and internal references of all the models in one instruction. I’ve used it a lot, though people who use Notepad++ macros frequently evidently find that easier.
Renaming the other files is one wildcard instruction in Windows Powershell or Command Prompt.
Changing the references in .set and edge .2da can be done in one “replace all” instruction on each file in a text editor.
This is in an ideal world. Sometimes a tileset may use multiple prefixes for the tile model names and/or minimap names, but then it’s just a question of breaking the task down into multiple wildcard cases.
I just noticed that the .itp palette file uses explicit references to tile models, so those need changing, too. That can be done manually with gffeditor, or via a moneo script.
So here is it, it will appear as “Mr. Divans City” and is not overwriting anymore.
Please note: This is a Beta release. Being creator is a good thing, you can/should leave the testing to others.
The big challenge (if any) is to find out, which textures are addressed directly and which via mtr. Some textures are still in the original. … and then move anything to individual name …
If you wonder why textures and models are separated, well, there will be an 1.69 compatible texturepack as well.
Obviously PBR looks prettier and so that is nicer but that is not the chief thing I look for in a tileset. I mostly look for ones that let me build the kind of areas I have in my imagination, as long as they look consistent enough for it. That one looks great for a castle.
After there are no other complains, I’ll close the developing of the stand-alone version of this tileset. The download will be available for some time.
As for the windows, you need to toss out the pbr-variant of the texture (at least the mtr file) and replace it with the one in the package. Using a standard texture here shouldn’t make any difference. tcn08_dwin01.zip (367.7 KB)