Problem with a tileset?

Hey, I’m currently trying to use an old tileset, but I’ve got a problem with it I’d like to try and solve.

It’s from here: https://neverwintervault.org/project/nwn1/hakpak/tileset/colossal-arena-spectral-woods-rural-interior

And, it’s the rural interior. It’s a simple set, but I’m facing an oddity with it, best maybe shown with a pic:

https://postimg.cc/SXPNPx5X

So, totally inclosed by a structure, but you still see another structure a little distance away. In most interior sets, the other structures that might be outside the room are normally obscured, right? So, what makes this tileset different?

I looked through the .set file, but didn’t anything odd in there. Anyone know how to fix this?

This often results from a error in the Visibility Node for one or more tiles. See .set documentation.

Well, I went through the .set file. Everything was set to A, but I changed it a bit. I’ll put that at the end.

I have some pics though:

This shows the AABB mesh (it’s just a test level, to sort the tileset out).

And, so there should be blockers to eye of sight from that, right?

And, here’s a pic of what I’m curious about:

This is a blender shot. Are all these rays that I see coming out, just material properties, or are some… some kind of visibility switch that has been left on on some tiles?

I really have no knowledge of what even those rays are, other than… maybe light sources and animations, and whatever else.

Anyway, here’s the .set file in full. I didn’t explicitly state the visibility in that, since it says I don’t need to if it’s the same as the pathfinding node. And it should be.

So, any ideas?

; created with .Set Editor Beta 0.85
; comment, contacts and bugs reports to Jlenlc@wanadoo.fr

[GENERAL]
Name=FOE05
Type=SET
Version=V1.0
Interior=1
HasHeightTransition=0
EnvMap=foe05_refl
Transition=4
DisplayName=-1
UnlocalizedName=~ Rural Interior
Border=Wall
Default=Wall
Floor=Floor

[GRASS]
Grass=0

[TERRAIN TYPES]
Count=2

[TERRAIN0]
Name=Floor
UnlocalizedName=Floor

[TERRAIN1]
Name=Wall

[CROSSER TYPES]
Count=0

[PRIMARY RULES]
Count=0

[SECONDARY RULES]
Count=0

[TILES]
Count=15

[TILE0]
Model=foe05_a00_01
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Wall
BottomLeftHeight=0
BottomRight=Wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=0
MainLight2=0
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0000

[TILE1]
Model=foe05_a01_01
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=0
ImageMap2D=m5a0101

[TILE2]
Model=foe05_a01_02
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=0
ImageMap2D=m5a0102

[TILE3]
Model=foe05_a02_01
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a0201

[TILE4]
Model=foe05_a02_02
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a0202

[TILE5]
Model=foe05_a02_03
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a0203

[TILE6]
Model=foe05_a03_01
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=12601720
Sounds=4831176
PathNode=A
Orientation=0
ImageMap2D=m5a0301

[TILE7]
Model=foe05_a04_01
WalkMesh=msb01
TopLeft=Floor
TopLeftHeight=0
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0401

[TILE8]
Model=foe05_a04_02
WalkMesh=msb01
TopLeft=Floor
TopLeftHeight=0
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0402

[TILE9]
Model=foe05_a04_03
WalkMesh=msb01
TopLeft=Floor
TopLeftHeight=0
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0403

[TILE10]
Model=foe05_a04_04
WalkMesh=msb01
TopLeft=Floor
TopLeftHeight=0
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0404

[TILE11]
Model=foe05_a12_01
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a1201

[TILE12]
Model=foe05_a12_02
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=1
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a1202

[TILE12DOOR0]
Type=0
X=0.00
Y=-1.50
Z=-0.20
Orientation=180

[TILE13]
Model=foe05_a01_03
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Wall
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=0
ImageMap2D=m5a0102

[TILE14]
Model=foe05_a05_01
WalkMesh=msb01
TopLeft=Wall
TopLeftHeight=0
TopRight=Floor
TopRightHeight=0
BottomLeft=Floor
BottomLeftHeight=0
BottomRight=Wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=J
Orientation=0
ImageMap2D=m5a0101

[GROUPS]
Count=2

[GROUP0]
Name=Fireplace
Rows=1
Columns=1
Tile0=11

[GROUP1]
Name=Door
Rows=1
Columns=1
Tile0=12

Edit: oh, I forgot a pic:

Edit2: Oh, and for giggles, I did go through and put “VisibilityNode=H” on every tile entry, meaning there shouldn’t be any visibility to the north-east type direction. But it didn’t change things.

The rays point to the center of a single node, they indicate that the node is shifted from the origin. If you “select all” and “apply all transforms”, they’re gone.

The visibility of other nodes shouldn’t happen, if the distant room isn’t explored yet. Maybe it has something to do with the “black” node?

Well, I made some progress with this tileset.

From this kind of area:

Most outside structures are hidden. But, I still have an issue with one particular tile It looks like this:
tile

And, I get results like this:


I really have no idea how to solve it. I’m already using T for the pathnode, and that means there’s no pathways. But… it still has that upper area that shows, regardless of what I try as a pathnode.

I was using J for it, since it looks like it might be right. But, if I use J, then if I get close to the connection, the rest of the structure will often be revealed.

I did change all the black on every tile in the set. I’m not sure that made a difference, but it’s done now.

Oh, and I have a different question. See these flames? How do I bring some kind of pedestal for them? Do I just import a model, and place it? I’m using blender, but I’m still pretty new to all of this.

Oh, and this is the current .set file, one that almost works.

; created with .Set Editor Beta 0.85
; comment, contacts and bugs reports to Jlenlc@wanadoo.fr

[GENERAL]
Name=FOE05
Type=SET
Version=V1.0
Interior=1
HasHeightTransition=0
EnvMap=foe05_refl
Transition=4
DisplayName=-1
UnlocalizedName=~ Rural Interior
Border=Wall
Default=Wall
Floor=Floor

[GRASS]
Grass=0

[TERRAIN TYPES]
Count=2

[TERRAIN0]
Name=floor

[TERRAIN1]
Name=wall

[CROSSER TYPES]
Count=0

[PRIMARY RULES]
Count=0

[SECONDARY RULES]
Count=0

[TILES]
Count=16

[TILE0]
Model=foe05_a00_01
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=wall
BottomLeftHeight=0
BottomRight=wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=0
MainLight2=0
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0001

[TILE1]
Model=foe05_a01_01
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=0
ImageMap2D=m5a0101

[TILE2]
Model=foe05_a01_02
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=0
ImageMap2D=m5a0102

[TILE3]
Model=foe05_a02_01
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a0201

[TILE4]
Model=foe05_a02_02
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a0202

[TILE5]
Model=foe05_a02_03
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a0203

[TILE6]
Model=foe05_a03_01
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=floor
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0301

[TILE7]
Model=foe05_a04_01
WalkMesh=msb01
TopLeft=floor
TopLeftHeight=0
TopRight=floor
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0401

[TILE8]
Model=foe05_a04_02
WalkMesh=msb01
TopLeft=floor
TopLeftHeight=0
TopRight=floor
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0402

[TILE9]
Model=foe05_a04_03
WalkMesh=msb01
TopLeft=floor
TopLeftHeight=0
TopRight=floor
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0403

[TILE10]
Model=foe05_a04_04
WalkMesh=msb01
TopLeft=floor
TopLeftHeight=0
TopRight=floor
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=A
Orientation=0
ImageMap2D=m5a0404

[TILE11]
Model=foe05_a12_01
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a1201

[TILE12]
Model=foe05_a12_02
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=1
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a1202

[TILE12DOOR0]
Type=0
X=0.00
Y=-1.50
Z=-0.18
Orientation=0

[TILE13]
Model=foe05_a01_03
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=0
ImageMap2D=m5a0103

[TILE14]
Model=foe05_a05_01
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=floor
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=wall
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=T
Orientation=0
;PathNode=J
;Orientation=0
;VisibilityPathNode=T
;VisibilityOrientation=0
ImageMap2D=m5a0501

[TILE15]
Model=foe05_a12_03
WalkMesh=msb01
TopLeft=wall
TopLeftHeight=0
TopRight=wall
TopRightHeight=0
BottomLeft=floor
BottomLeftHeight=0
BottomRight=floor
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=1
MainLight2=1
SourceLight1=1
SourceLight2=1
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=1
Sounds=0
PathNode=I
Orientation=90
ImageMap2D=m5a1203

[TILE15DOOR0]
Type=0
X=0.00
Y=3.00
Z=-0.73
Orientation=0

[GROUPS]
Count=3

[GROUP0]
Name=Fireplace
Rows=1
Columns=1
Tile0=11

[GROUP1]
Name=Door
Rows=1
Columns=1
Tile0=12

[GROUP2]
Name=Stairs
Rows=1
Columns=1
Tile0=15

Oh, by the way. Incase you’re wondering, that tile does have a continuous, obscuring walkmesh between the two corners. Like so:

And, here’s what it looks like in the game:

So, any ideas of where to go from here? Should I upload the current files?

Actually, I’ve just come to realize something. I was looking through the default tilesets, and I came across this one:

And, it acts similar to the tile I have trouble with. In game, it functions much the same:

It’s the same kind of thing we see on the test map. Once the tile is loaded, you have to display the “other half”, regardless of line of sight. And, that happens with the default mine tileset, and it happens in this new OC tileset.

The only way around this… might be to put a passageway that connects the two pieces. I’m not sure I want to go to that length, or if it’s even a good idea. Maybe it’s better to just outlaw the tile, and you can’t place floors diagonally.

I think I’ll have to think about it.

Edit: The pathnode for that set up is X. And, so… for my situation, I think Y would be probably right. I works. It still shows the other side of the tile, but doesn’t allow reveal of the other tiles, just like what happens with the mine tileset. I still don’t know what I might do about this problem.

Edit2: Actually, I guess I could just leave it there, and allow the creators to decide what they want with this problem. You don’t have to use that tile, but maybe it makes sense to leave it in the tileset.

I’ve looked into this and I downloaded the original hak and I can’t replicate the problem you have. I assume you have edited the tileset and this is likely causing the problem.

My best guess is there is a problem with the corner properties of the tiles. If you look in the set file you should see that each tile has an input to show what terrain is adjacent to the tile for placement (i.e. “BottomLeft=Floor”).

The tile you are having a problem with should have ‘Floor’ in only one corner. However the actual model being used is one with ‘Floor’ in two opposite corners. Edit the tile accordingly and it should no longer appear when placing a tile in that particular position.

Ideally, to maximise the utility of the tileset there should be at least two variants for this model in the tileset. One with a wall dividing the two corners (as currently exists) and one where it is possible to walk between the two corners.

Thanks for the reply. I’m not sure what you mean by the original hak pack, but if it’s the one I’ve linked to in the opening post… then this is what happens when I run that pack:


Notably, do you see all the wooden floors between the two structures? That’s an ugly look that I eliminated. And, do you see the other structure? That should be entirely hidden, because there’s no way for the player to see inside that building. But… it just happens.

But, in my version (one that I’ll be uploading soon), it works so that you can’t see external structures, except for that problem I’ve identified.

I do see your suggestion, of there being alternatives, one with a wall, and one with a passage. That’s one one around it. I had a think about how suitable putting a passage between them might be, for this set. And… I don’t see it. Why should there be an angled passageway linking rooms on a diagonal? Unless it was some kind of secret passage. That could be cool. But, it would have to have like a secret bookcase entry that the play uses to open up the passageway, something like that. I could see that. But… that’s a lot of work.

Anyway, the original upload was flawed in a few ways. I have fixed it up, and I think it’s a better version of what’s currently available. Maybe try it out, when I do upload it, and compare the difference.

Okay, I think I misunderstood your original question. Just quickly opened the model in max (a05_01) and the walkmesh is a mess. I’d suggest fixing that. Get rid of the overhangs and the gaps between the mesh and it should work better.

Cool. Yeah, I already improved that walkmesh.

But, I’d like to explain the whole reason I had for trying to fix this tileset.

Pic1 is what you get from my fixed .set:

Pic2 is what you get from the original hak pack:

Pic 3 is the simple map I put together just now:

I do still have some issues with my revised tileset. For a start, the starting patch is mostly a mix of floors, running this way and that. Whereas the original has them all running the same way. I’m not sure I’m going to fix that. But, I’ve noticed if you extend the initial patch of floor, then the textures correct themselves. So, I don’ think it’s a big deal.

I’ll upload a version I have. And you can test it, give some feedback if you’d like.

https://www.mediafire.com/file/i2bop4vi019m7o6/rustic_enhanced.7z/file