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