Howdy All,
I have modded the Coastal Shallows and Water tiles from my custom rural tileset in order to create “true” walkable/swimmable terrain by changing each tile’s internal aabb values from 7 & 17 to 6, and have done likewise for the relevant .woks.
It all works fine, apart from one small issue…
Since properly equipped PCs can now go deep-sea diving without the need for walkable water tiles and “jump” triggers and waypoints, they are able to wander about on the floor planes of the various tiles.
Unfortunately, while all the other walls & surfaces of the “deepwater” tiles display my chosen “mud” texture (wsf01_dirt01.dds from Worm’s Summer Forest tileset) properly, the floor plane displays a weird striated look both in the game and in the toolset.
This first image from NWN Explorer shows the Coastal Shallows water-only tile (ttr12_f01_01.mdl) in which the texture displays correctly:
And this is the ASCII model text:
#MAXMODEL ASCII
filedependency Unknown
newmodel ttr12_f01_01
setsupermodel ttr12_f01_01 null
setanimationscale 1
classification TILE
#MAXGEOM ASCII
beginmodelgeom ttr12_f01_01
node dummy ttr12_f01_01
parent NULL
endnode
node trimesh plane04
parent ttr12_f01_01
orientation 0 0 0 0
wirecolor 0.34375 0.34375 0.34375
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0
shininess 10
bitmap river_bed01
position 0 0 -3.2
verts 25
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endnode
node aabb plane12
parent ttr12_f01_01
orientation 0 0 0 0
wirecolor 0.34375 0.34375 0.34375
ambient 0.339844 0.875 0.339844
diffuse 0.339844 0.875 0.339844
specular 0 0 0
shininess 1
bitmap NULL
position 0 0 0
verts 25
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endnode
node light ttr12_f01_01ml1
parent ttr12_f01_01
orientation 0 0 0 0
wirecolor 0.601563 0.601563 0.601563
radius 0
multiplier 1
color 1 1 1
ambientonly 0
ndynamictype 0
affectdynamic 1
shadow 0
lightpriority 3
lensflares 0
fadinglight 1
position 1.48 -1.37 5.2
endnode
node light ttr12_f01_01ml2
parent ttr12_f01_01
orientation 0 0 0 0
wirecolor 0.835938 0.835938 0.835938
radius 0
multiplier 1
color 1 1 1
ambientonly 0
ndynamictype 0
affectdynamic 1
shadow 0
lightpriority 3
lensflares 0
fadinglight 1
position -1.18 1.36 5.2
endnode
node dummy ttr12_f01_01a
parent ttr12_f01_01
orientation 0 0 0 0
wirecolor 0.445313 0.445313 0.445313
position 0 0 0
endnode
node trimesh plane06
parent ttr12_f01_01a
orientation 0 0 0 0
wirecolor 0.878906 0.878906 0.878906
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0
shininess 1
bitmap ttr01_water01
render 1
shadow 0
beaming 0
transparencyhint 1
tilefade 0
rotatetexture 1
position 0 0 -1
verts 4
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faces 2
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tverts 4
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endnode
endmodelgeom ttr12_f01_01
donemodel ttr12_f01_01
Now for the previously unwalkable Water tile (ttr02_b20_01.mdl) which displays a very different look!
And here is the ASCII model text:
#MAXMODEL ASCII
filedependency Unknown
newmodel ttr02_b20_01
setsupermodel ttr02_b20_01 null
setanimationscale 1
classification TILE
#MAXGEOM ASCII
beginmodelgeom ttr02_b20_01
node dummy ttr02_b20_01
parent NULL
endnode
node dummy ttr02_b20_01a
parent ttr02_b20_01
orientation 0 0 0 0
wirecolor 1 0 0
position 0 0 0
endnode
node trimesh plane165
parent ttr02_b20_01a
orientation 0 0 0 0
wirecolor 0.652344 0.652344 0.652344
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0
shininess 1
bitmap ttr01_water01
render 1
beaming 0
transparencyhint 1
tilefade 0
rotatetexture 1
position 0 0 -0.5
shadow 0
verts 4
-5 5 0
-5 -5 0
5 5 0
5 -5 0
faces 2
0 1 2 1 0 1 2 0
3 2 1 1 3 2 1 0
tverts 4
4e-005 3.9994 0
4e-005 0.9994 0
3.00007 3.9994 0
3.00007 0.9994 0
endnode
node light ttr02_b20_01ml1
parent ttr02_b20_01
orientation 0 0 0 0
wirecolor 0.105469 0.105469 0.105469
radius 14
multiplier 1
color 0 0 0
ambientonly 0
ndynamictype 0
affectdynamic 1
shadow 0
lightpriority 5
lensflares 0
fadinglight 1
position 0 0 5
endnode
node trimesh plane164
parent ttr02_b20_01
orientation 0 0 0 0
wirecolor 0.105469 0.105469 0.105469
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0
shininess 10
bitmap river_bed01
position 0 0 -3.5
verts 9
-5 0 0
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0 0 0
0 -5 0
5 0 0
5 -5 0
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0 5 0
5 5 0
faces 8
0 1 2 1 0 1 0 6
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2 3 4 1 0 1 0 6
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tverts 3
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endnode
node aabb cm167
parent ttr02_b20_01
orientation 0 0 0 0
wirecolor 0.105469 0.105469 0.105469
ambient 0.2 0.2 0.2
diffuse 0.8 0.8 0.8
specular 0 0 0
shininess 1
bitmap NULL
position 0 0 0
verts 9
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faces 8
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aabb -5 -5 -3.5 5 5 -3.5 -1
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endnode
endmodelgeom ttr02_b20_01
donemodel ttr02_b20_01
I suppose I should add that I have tried other textures (.dds & .tga) and they all behave in the same odd way in all the deepwater tiles.
If anyone knows why this happens and what I can do about (other than using placeable flooring which is a pain in large areas!!) I would greatly value your advice.
Thanks,
PT