Sie sind auf Seite 1von 5

NwN2 terrain creation using L3DT and YATT:

(Step by Step & Simplified)

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...

You will need:


1) A copy of L3DT. I recommend the Pro Edition as the free one will not allow large terrain
construction.
2) The YATT plugin for NWN2.
3) Some image modifying software where you can select, cut and paste. I recommend
GIMP because it’s FREE and works wonders. It’s what I will be using in this tutorial.
...and of course your trusty NWN2 toolset ... (lol, trusty...lol)

Now let’s make this clear, we are going to generate random terrains. You CAN generate terrains
from topographical maps but, it’s not as picturesque and there are tons of variables to consider.
for this tutorial we will be generating random terrains, and since L3DT does this randomly,
ALL the terrain sets created by each individual who tries this, will be different! Awesome eh?

Step 1 ~ decide how big you want it...


Ok, you need to decide how big you are going to go? Are we talking one terrain here,
a set of terrains or a whole world! For this tutorial, I’m going big, it’s big or go home!
Besides, you can pick and chose which part of the terrain you like later, no need to use it all.
So we are going to make a continent sized area.
Now, you also need to think about the size of the areas you will use in NWN2. I like 24x24
areas because they offer space to add stuff without cluttering while still leaving place to
add some random encounters nearby. Some people swear by 16x16 areas. It really doesn’t
matter but the decision should be made now so you know what measurements you want.
Below is the grid for YATT measurements needed to import into NWN2. I use these as a
baseline for simplicity’s sake.

Lets say I wanted to build a


small continent of 20 areas. I
decide to put it in a 4x5 grid, 5
areas wide, 4 areas high ( I
know, small continent but then
again, nwn2 area limitations are
to be considered. If you are a
builder, you’ll know this or you
soon will...lol).
20 areas, of my favorite size,
24x24. Look at the chart above,
it states that 24 area size tiles (or 6 mega tiles, those big black ones) needs to be 241 pixels. I
want 5 areas wide, then 5x241 pixels wide = 1205 pixels. Height, same thing, 4x241 = 964
pixels.
will be the size of my L3DT terrain. Keep those measurements in mind, you will need them
later, as a matter of point, I write EVERYTHING down, just in case.

1.1 ~ generate your world.


open up L3DT and select file>new project. Stick with Designable Map as recommended.
enter your measurements (1205 x 964), the rest can stay as it is. Next, you can select 128 as
the FM/DH ratio, whatever you select, it may tell you that it needed to resize the map, which
is no problem, select OK. Next, you get to adjust the terrain type and such. how much sea,
flatness, scale, noise, etc, ... go to it, have fun, it takes less than 5 minutes to start a new project
at this stage anyways. You can also select the climate. Next, check only the design map and
heightfield, these will be the ONLY ones you will need. Press OK. Your continenet is being
generated. (Go get a coffee, this will be a while, at least 10 mins...)
Don’t like the look? redo the process as many times as you like! Inspect your terrain visually
by doing a fly over. On the top toolbar of L3DT at the end, is a 3D button, this will launch
you into a fly mode 3D view. W, S, A, D, will move you around, E & R will raise or lower your
altitude. Rick-click to turn the swivel angle on/off. This is mine.

It looks rough, but remember we haven’t polished it yet and all those fractal faces will
dissipate soon enough. ALSO, if you are worried about the height ratio in your 3D flyover, don’t.
When you convert to NWN2, it will lower itself in the conversion and can be tailored even more
at that time. All we are looking for right now is a heightmap.

When looking at the 2D map, your generated heightmap will be various shades of black to
white with lines to represent waterline and average terrain.

1.2 ~ Export the world


!
Now, go back to file and select export > Export Active Map Layer. Select file format BMP.
Give it a name and select a location that is easily remembered. Now, remember those
measurements, select resize for export and enter them in! Select ok and it will export.

We are done in L3DT. Personally, I would save the project if you like it...one nevers knows.

Step

2 ~ Divide and conquer your world.


2.1 Open up GIMP and open the map you just exported. Now, what we need to do is divide
this continent up into it’s 20 respective parts. This is done manually. (yes, it can be done in
L3DT as can all the texturing, but nothing beats doing it yourself to get what you want, you have
to do SOME work, right!?).
Go to the Image menu and select Scale Image. Make you you have the right resolution (1205
x 964), and make sure your resolution is set no lower than 0.72 pixels. This is important for the
next step, cutting the map up in it’s 20 individual areas.
2.2 Go to the view menu and select show grid. Then go back to the image menu ans select
configure grid. It’s easire to see if both the colors are white. the spacing width and height need
to be placed to 241. See how it divides the map into 20 even areas? Each of those need to be
cut up and placed in an individual pic fr YATT to use it properly.
2.3 In the tools for GIMP, select the square selector (first tool top-left). You will note that the
tool section at the bottom will tell you the Position and Size of your selection. This will become
important as it simplified what you are doing. (KISS, keep it simple stuipd!).
You need to make another decision. Will the border of your terrains line up perfectly with
the borders of the adjascent areas, this is important if you are going to make border to border
transitions like in my PW: Europa. It will also require a little bit of calculating. If not and you
intend to use wall, door or other transitions, then you are fine, ignore step 2.3B.

Step 2.3B (optional). You need to think of the overlap. In NWN2, there is a 2 megatile border
all around your walkable areas... Yatt needs to be able to compensate for that. IF you want a
border to border layover so that players who leave the area will appear exactly at the same
spot in the adjacent area, you need to add that extra map part to the individual maps. I do this
because I like the look of it.
Normally your select tool would be sized to 241x241. but to compensate you need to extend
into the adjascent area grids. You also need to know how big your select box must be, and
that depends on if you are building a 24x24 terrain, or selected another size. The formula is the
same though.
~ 241 is the pixel size for 24x24, but that is only the 6 megatile walkable area, there are 2
additional megatiles on each side. That is a total of 10 megatiles. If it were a 16x16 zone, it
would be 4 walkable, plus the same 4 megatiles on the outside. You always add 4 megatiles to
the total you have according to your area size. 241 pixels divided by 6 megatiles is 40.16 pixels
per megatile. Multiply that by 4 for the extra border areas and you get 161 (160.66 rounded).
Add that to the initial pixel total of 241, you get the select tool size you need: 402 pixels. That
will be constant throughout from now on.
~ Formula: pixels / walkable megatiles = pixels per megatile X total megatiles (+4 for the
border) = the total amount of pixels your select tool should be.
Now, position is also key. you can o it manually, or the easy way. your first area at the top left
is position 0x0. the next grid to the right is 241x0, etc etc etc. but with a 402 size select tool,
that doesn’t work. You need to center it. So, if you are looking to map grid 1A (numbers on the
top, letters along the vertical side), you need to off center it by 2 megatile’s worth. remember
that each megatile was 40.16 pixels, well two will be 81 pixels, which means that if you place
the select box at -81x-81 position, it will center over grid 1A. if placed at 160x160, then it will
be centered over grid 2B. Etc, etc, etc. Just keep adding/subtracting 241 from the positions
and you will always center. There you go, you will capture the the edge of the adjacent areas.
NOTE: doing this will shrink the overall scale of your area’s characteristics in the process,
but add a preview of the nearby terrains to what the player sees when arriving at the borders.

2.4 Now we set up each individual area’s terrain. Wit the select tool, copy the selected area,
create a new file (file > new) and make sure the the image size is set to the same as your select
tool size. (241x241 or 402x402 if you are following option 2.3). Paste the copied content in the
new window. Now, this is very important, you MUST resize the new pic to match the required
YATT image size pixels in the chart above. Go to the image menu and select Scale Image. Set
it to the pixels you need, in my case it’s 241x241. Press scale. Now, equally important is the
file format. Save the file as a BMP and to simplify your troubles, give it a name and grid number
(ex: projectlands_1A.bmp). Save it to a project folder. (The file format selector in Gimp is a drop
down menu at the bottom left side).
Wash, Rinse, Repeat...There you go, You are two thirds done your continent!

Step 3 ~ World domination!


3.1 Now that you have all your resized areas tucked away in a project folder, it’s time to add
them to a NWN2 world. You can add them to your current world, or create a side project and
export the ones you want.
Open up the NWN2 toolset (make sure you have installed the YATT plugin) and open your
module/new module. Go to the plugins menu and select YATT.
3.2 In the now pop-up window, go to file and select Define Imput Images. In the heightmaps
line, click on the (invisible) selector button, a new window will open. Click ADD (for the first
terrain only, subsequent settings only need to have the selected file changed, settings will
be the same from that point on) and on teh right, use the (invisible) button to select your first
heightmap. (Remember I told you that you could modify the height earlier on, here is your
chance, by default it should be -5 to 10, but that is a pretty flat terrian. I like mine at -10 to 50).
Press OK on both boxes and go to the Super Area menu. Select settings. The height and
width here need to match the size of the areas you initially wanted, for me, 24x24. (The auto
connect areas is set to true and this will create area triggers on the east/west borders only, not
to mention add scripts to your module. Personally, I turn it off to False). Press OK.
Go back to the Super Area menu, and select Build From Image(s). IF you get an error, don’t
fret. I have noted 2 instances where it gives me errors. A) If I have an area(s) already open,
close them and move on. B) If there is already areas called “New Area #”. If you have those,
rename them and move on.
Let YATT do it’s thing, it should take about 1-3 minutes per area.

VOILA!
Wash, Rinse, Repeat...
That’s it. Shake’n’bake those terrains, add the textures, placebale and eye candy as you want...
You just saved yourself about a days work per terrains, all in about an afternoon’s time...

Here is MY result.

I’m Erik Breau and I hope you enjoyed this tutorial


.

Erik
Europa.

Das könnte Ihnen auch gefallen