wgt01: tileset build guide + 40-tile generator kit
AGENTS.md: NWN:EE tileset construction reference (constraints, .mdl/.wok walkmesh rules, .set format, Blender->NWN pipeline, prototype->NWN mapping). wgt01/: Westgate Urban Foundation MVP kit. - generator/tiles.py: single source of truth (40-tile table, materials, 12x12 test map, pure paint/height/walkmesh/.set derivations). - generator/build.py: Blender 4.0.2 scene generator (VIS_/WOK_/BLOCK_ per tile, edge metadata, library grid + 12x12 district previews). - generator/make_wok.py: ASCII walkmesh emitter (verts+faces+surfacemat+AABB tree) from the same geometry. - generator/make_set.py: first-pass twu01.set (CRLF) from the tile grammar. - flake.nix: build/wok/set apps + dev shell (pinned Blender 4.0.2, NWN tools). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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"""Generate the first-pass NWN tileset definition `twu01.set` from tiles.py.
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python make_set.py [out.set] # default: twu01.set
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Pure Python, no Blender. Emits a valid, DOS/CRLF `.set` (AGENTS.md §4/§9: Unix
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line endings crash the toolset). Corners/heights/crossers derive from each tile's
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edge grammar; this is a DRAFT to load and hand-tune in the toolset, not a final
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set. See CAVEATS below.
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CAVEATS (first pass — tune in the toolset):
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* PathNode is a placeholder ('A' walkable / 'N' non-walkable). Real pathnode
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letters govern creature routing and must be verified against the toolset.
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* ImageMap2D references minimaps (twu01_<code>.tga) that are not rendered yet.
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* Groups/features Count=0; add multi-tile groups later.
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"""
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import sys
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import tiles
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PREFIX = tiles.PREFIX
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def tile_block(i, spec):
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cor = tiles.nwn_corners(spec["edges"])
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n, e, s, w = spec["edges"]
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tl, tr, bl, br = cor["TopLeft"], cor["TopRight"], cor["BottomLeft"], cor["BottomRight"]
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ref = tiles.resref(spec)
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walkable = spec["kind"] != "canal"
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L = [f"[TILE{i}]"]
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L += [
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f"Model={ref}",
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"WalkMesh=", # legacy field; per-model .wok is matched by name
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f"ImageMap2D={ref}",
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f"TopLeft={tl[0]}", f"TopLeftHeight={tl[1]}",
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f"TopRight={tr[0]}", f"TopRightHeight={tr[1]}",
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f"BottomLeft={bl[0]}", f"BottomLeftHeight={bl[1]}",
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f"BottomRight={br[0]}", f"BottomRightHeight={br[1]}",
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f"Top={tiles.nwn_crosser(n)}",
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f"Right={tiles.nwn_crosser(e)}",
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f"Bottom={tiles.nwn_crosser(s)}",
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f"Left={tiles.nwn_crosser(w)}",
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"MainLight1=0", "MainLight2=0", "SourceLight1=0", "SourceLight2=0",
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"AnimLoop1=0", "AnimLoop2=0", "AnimLoop3=0",
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"Orientation=0",
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f"PathNode={'A' if walkable else 'N'}", # placeholder — verify in toolset
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"VisibilityNode=",
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"Doors=0",
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"Sounds=0",
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]
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return L
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def build():
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L = []
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L += [
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"[GENERAL]",
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f"Name={PREFIX}",
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"Type=SET",
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"Interior=0",
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"HasHeightTransition=1",
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"Transition=1.5", # metres per height step = Z=1.5 raised tier
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"Border=cobble",
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"Default=cobble",
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"Floor=cobble",
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"DisplayName=-1",
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"UnlocalizedName=Westgate Urban Foundation",
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"Version=1",
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"EnvMap=",
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"SelectorHeight=3",
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"",
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"[GRASS]",
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"Grass=0",
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"GrassTextureName=",
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"Density=0.0",
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"Height=0.0",
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"AmbientRed=0.0", "AmbientGreen=0.0", "AmbientBlue=0.0",
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"DiffuseRed=0.0", "DiffuseGreen=0.0", "DiffuseBlue=0.0",
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"",
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"[TERRAIN TYPES]",
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f"Count={len(tiles.TERRAINS)}",
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]
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for idx, t in enumerate(tiles.TERRAINS):
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L += ["", f"[TERRAIN{idx}]", f"Name={t}", "StrRef=-1"]
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L += ["", "[CROSSER TYPES]", f"Count={len(tiles.CROSSERS)}"]
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for idx, cr in enumerate(tiles.CROSSERS):
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L += ["", f"[CROSSER{idx}]", f"Name={cr}", "StrRef=-1"]
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L += ["", "[PRIMARY RULES]", "Count=0",
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"", "[SECONDARY RULES]", "Count=0",
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"", "[TILES]", f"Count={len(tiles.TILES)}"]
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for i, spec in enumerate(tiles.TILES):
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L.append("")
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L += tile_block(i, spec)
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L += ["", "[GROUPS]", "Count=0", ""]
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return L
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def main():
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out = sys.argv[1] if len(sys.argv) > 1 else f"{PREFIX}.set"
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with open(out, "w", newline="") as fh: # newline='' + explicit \r\n = CRLF
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fh.write("\r\n".join(build()))
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print(f"wrote {out} ({len(tiles.TILES)} tiles, "
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f"{len(tiles.TERRAINS)} terrains, {len(tiles.CROSSERS)} crossers, CRLF)")
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if __name__ == "__main__":
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main()
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