From e0fdf2ff163d67f9c9d75b19d3887ee83bc53a69 Mon Sep 17 00:00:00 2001 From: vickydotbat Date: Sat, 4 Jul 2026 18:03:35 +0200 Subject: [PATCH] tools --- AGENTS.md | 93 +++++++++++++++++++++++- wgt01/STATUS.md | 108 +++++++++++++++++++++------- wgt01/flake.nix | 44 +++++++++--- wgt01/generator/make_itp.py | 64 +++++++++++++++++ wgt01/generator/make_mdl.py | 140 ++++++++++++++++++++++++++++++++++++ wgt01/generator/make_set.py | 19 ++--- wgt01/generator/make_wok.py | 24 +++++-- wgt01/generator/tiles.py | 48 +++++++++++++ 8 files changed, 488 insertions(+), 52 deletions(-) create mode 100644 wgt01/generator/make_itp.py create mode 100644 wgt01/generator/make_mdl.py diff --git a/AGENTS.md b/AGENTS.md index 906c81f..378d4a1 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -96,6 +96,58 @@ Keep the terrain/crosser vocabulary **small and deliberate** per tileset. Visual water/void may dip (e.g. canal at Z = −0.3) **only under a non-walkable walkmesh** — never a playable under/over space (matches `KICKOFF.md`). +### 2.3 How a builder places tiles — TWO systems (this defines "paintable") + +The toolset has two **independent** placement systems. Confusing them is why a +palette can list tile names that refuse to place (the wgt01 2026-07-04 symptom). + +**System 1 — Paint Terrain / Paint Features (this lays the ground).** The builder +picks a **terrain** (or a **crosser**) and brushes it across the grid. The toolset +then **auto-selects which tile model to drop** by matching the four **corner +terrains + heights** (and edge **crossers**) against the neighbours — the builder +never picks a specific model. This is how streets/plazas/canals actually get laid. +It needs, in the `.set`: +- `[TERRAIN TYPES]` / `[CROSSER TYPES]` — the paintable vocabulary; +- enough `[TILE#]` entries that **every corner combination the brush can produce** + is covered by at least one tile (else the brush has nothing to place); +- `[GENERAL]`: `Default` (terrain that fills a new area), `Border` (area edge), + `Floor` (the terrain the **eraser** paints), `HasHeightTransition=1` (turns on + Raise/Lower). +`[PRIMARY RULES]` only *refine* auto-picking (cascading corner transitions) and are +**optional** — stock custom sets ship `Count=0` (verified: `wut01.set`). **Eraser, +Raise/Lower, and fill are built-in toolbar actions driven by those `[GENERAL]` +fields — they are not palette entries.** + +**System 2 — the palette (`.itp`): Features & Groups only.** The right-side +"Standard" tree click-places **prefabs**: a *feature* (1×1) or a *group* (N×M). A +palette entry is placeable **only if it is backed by a `[GROUP#]` in the `.set`** — +the entry's `RESREF` is that group's **first-tile** model name and its `NAME` +matches the group's `Name`; the toolset locates the first tile in `[GROUPS]` and +pulls the rest from there. A palette entry pointing at a **raw tile with no +`[GROUP#]`** shows its name but **cannot be placed**. + +**Verified palette shape** (`wut01palstd.itp`, GFF `ITP `): `MAIN` = a few +**category** structs, each `{ID byte, STRREF (dialog.tlk folder label), LIST}`; +leaves are `{NAME cexostring, RESREF}`. `RESREF` means different things per folder: + +| Folder (its `STRREF`) | Leaf `RESREF` is… | Holds | +|---|---|---| +| **Terrain** (8282) | the **terrain/crosser _name_** (`Sand`, `Bridge`, …), **plus a magic `eraser` leaf** (STRREF 63291, no `NAME`) | the paintable terrains + crossers + eraser — i.e. the "Terrain" section a builder expects | +| **Features** (63261) | the feature's **first-tile resref** | 1×1 prefabs; `NAME` == its `[GROUP#]` `Name` | +| **Groups** (63262) | the group's **first-tile resref** | multi-tile prefabs (3×3, 4×1, 3×5…) | + +So the "Terrain" section (paintable terrains + eraser) **is category-2 of the +`.itp`** — terrains listed by *name* with an `eraser` entry — not a list of models. +The three folder `STRREF`s above are stock dialog.tlk labels; reuse them. + +**wgt01's bug (root cause):** its `.itp` was **one flat folder of 40 raw tile +resrefs** — no Terrain folder, no `eraser`, and the `.set` had `[GROUPS] Count=0`. +So none of the 40 entries is a feature/group → names render but nothing places; and +with no Terrain folder there's no paint/eraser UI at all. **Fix:** emit the +3-folder palette (Terrain+eraser / Features / Groups) and add `[GROUP#]` entries +for anything click-placeable, then lay ground via **Paint Terrain**, not by +clicking tiles. See `wgt01/STATUS.md`. + --- ## 3. The tile model (`.mdl`) @@ -247,7 +299,7 @@ and `Tile0..` indices **ordered bottom-left → right → up → top-right**. A | File | Purpose | Notes | |---|---|---| | `.set` | tileset definition | CRLF, references tiles by index | -| `palstd.itp` | toolset palette tree | **GFF binary**; references tiles **by name** — must match `.set` | +| `palstd.itp` | toolset palette tree | **GFF binary**; 3 folders — Terrain+eraser / Features / Groups (§2.3). Feature/Group leaves must be backed by a `[GROUP#]`; Terrain leaves are terrain/crosser **names**. | | `*.mdl` | tile models (ASCII) | one per tile/variant | | `*.wok` | tile walkmeshes | baked from the AABB node | | `*.tga` / `*.dds` | minimap icons (`ImageMap2D`) | ≥16×16 px, name ≤16 chars | @@ -291,6 +343,15 @@ tracks Blender 3.x–4.x, **not** nixpkgs' Blender 5.x. Do not "upgrade" it. - **blender-mcp-nwn** (see `/nix/nixos/blender-mcp-nwn`) — MCP server exposing `run_blender_script`, `read_blend_metadata`, `export_for_nwn` so Claude can drive Blender 4.0.2 headless against these `.blend` sources. +- **Community authoring/inspection tools** (not in-repo; handy for reverse-checking + our generated files against stock sets): + [SetEditor 0.85 (Jlen)](https://neverwintervault.org/project/nwn1/other/tool/set-editor-beta-085) + — GUI `.set` editor; [BioWare GFF Editor](https://neverwintervault.org/project/nwn1/other/tool/gffeditor) + — edit `.itp`/GFF; [NWN Explorer Reborn](https://neverwintervault.org/project/nwn1/other/tool/nwn-explorer-reborn) + — browse/extract stock BIFs (pull a reference `.set`/`.itp`); + [Basic Interior Tileset Template (Symphony)](https://neverwintervault.org/project/nwn1/hakpak/tileset/basic-interior-tileset-template) + — minimal working set to diff against. We can inspect any of these headlessly via + `nwn_gff` / `nwn_erf` instead of the GUIs. - **wgt01 generator kit** (`wgt01/generator/`, driven by `wgt01/flake.nix` apps): `build.py` (`nix run .#build`) builds the `.blend` tile library from the shared `tiles.py` table; `export_mdl.py` (`nix run .#export -- `) @@ -383,6 +444,32 @@ area with the tileset and walk-test. Much faster than pack→reload; pack the - **NeverBlender not installed** (other machines) → `export_for_nwn` gives you OBJ/FBX + an `mdl.json` config, **not** a real `.mdl`. Use `make_wok.py` for an ASCII `.wok` fallback, or install the addon; say so rather than claiming MDL. +- **NeverBlender flattens multi-material tiles.** A mesh with N materials exports + as **one** `trimesh` with a single arbitrary `materialname` — the per-face + grammar is lost. NWN wants one `trimesh` node **per texture**. Either split the + mesh by material into separate objects before export, or emit the `.mdl` + directly (wgt01's `make_mdl.py` does the latter, in pure Python). +- **A tile `.mdl` needs `tverts` + `bitmap`.** No UV map → NeverBlender emits no + `tverts`; a node-based material with no image → `materialname` (a `.mtr` + lookup) instead of a loadable `bitmap`. A trimesh with faces but no tverts/ + bitmap won't load → **blank tileset name + "could not create area"** in the New + Area wizard. Give each material a `bitmap ` and ship the `.tga`. +- **Toolset needs `palstd.itp`** to register a tileset. Every stock/custom + set ships one (GFF `ITP `: `MAIN` list of category structs, each `ID` byte + + `LIST` of tile entries). Missing → set won't register. +- **`.itp` entries need a local `NAME` cexostring, not just a `STRREF`.** Sets + without a tileset TLK give each leaf `{NAME (cexostring), RESREF}` (verified + vs `wut01palstd.itp`) — the `NAME` is the palette label. An entry with only + `STRREF 0xFFFFFFFF` (or no name field) renders **blank**. +- **A named `.itp` leaf still won't place unless it's a real terrain or a + `[GROUP#]`-backed prefab (§2.3).** The palette only *paints terrain* or + *click-places features/groups*; it does not place raw tile models. A flat + palette of tile resrefs (wgt01's first cut) shows names but nothing is + selectable/paintable — you need a **Terrain** folder (terrains-by-name + + `eraser`) and `[GROUPS]` for any click-placeable tile. Ground is laid by **Paint + Terrain** (corner-matching auto-picks the model), not by picking tiles. +- **`WalkMesh=` in the `.set` is a label, not a file** — 95k stock tiles use + `msb01`, others use author codes; per-tile walkmesh is matched by model name. - **Don't upgrade Blender past 4.x** here — breaks NeverBlender/cleanmodels. --- @@ -396,6 +483,10 @@ area with the tileset and walk-test. Much faster than pack→reload; pack the - [Walkmesh — NWNWiki](https://nwn.fandom.com/wiki/Walkmesh) - [Tile — NWNWiki](https://nwn.fandom.com/wiki/Tile) - [Common Errors and Their Causes — nwn.wiki](https://nwn.wiki/display/NWN1/Common%20Errors%20and%20Their%20Causes) +- [SET (file format) — nwn.wiki](https://nwn.wiki/display/NWN1/SET) — terrain/crosser/rules/groups fields (§2.3, §4) +- [Tile Path Nodes — nwn.wiki](https://nwn.wiki/spaces/NWN1/pages/139689996/Tile+Path+Nodes) — pathnode types A–Z/a–z, exit-to-region, alignment +- [Tutorial: Creating Custom Tiles (Mr X) — Neverwinter Vault](https://neverwintervault.org/article/tutorial/tutorial-creating-custom-tiles) — comprehensive walkthrough (Cloudflare-gated to WebFetch; open in a browser) +- [Resources for custom NWN tileset creation — NWN Workshop](https://www.nwnworkshop.org/forums/topic/resources-for-custom-nwn-tileset-creation/) — tool/tutorial index (SetEditor, GFF Editor, NWN Explorer, templates) _Verify specifics against the wiki before relying on them; correct this file when you find drift._ diff --git a/wgt01/STATUS.md b/wgt01/STATUS.md index 03832be..834c842 100644 --- a/wgt01/STATUS.md +++ b/wgt01/STATUS.md @@ -15,10 +15,12 @@ Blender, so they're directly testable. | File | Role | Needs Blender? | |---|---|---| | `tiles.py` | **Single source of truth**: 40-tile table, 12 materials, the 12×12 test map, and all pure derivations (paint / height / walkmesh quads / `.set` corner+crosser mapping). `PREFIX=twu01`. | no | -| `build.py` | Builds `westgate_urban_foundation_mvp.blend` — 40 tile collections (`VIS_`/`WOK_`/`BLOCK_` + edge custom props), `TILE_EDGE_METADATA` text block, `PREVIEW_tile_library_grid`, `PREVIEW_12x12_test_district`. | yes (4.0.2) | -| `export_mdl.py` | Real NWN export via **Neverblender** → 40 `.mdl` + 40 `.wok` (AuroraBase `tile`/`dummy`, `trimesh`, one `aabb` walkmesh; correct surfacemats). | yes + addon | -| `make_wok.py` | Pure-Python ASCII `.wok` emitter (verts+faces+surfacemat+AABB tree). Fallback when Neverblender absent — format **validated identical** to Neverblender's output. | no | -| `make_set.py` | First-pass `twu01.set` (INI, **CRLF**) from the tile grammar. | no | +| `build.py` | Builds `westgate_urban_foundation_mvp.blend` — 40 tile collections (`VIS_`/`WOK_`/`BLOCK_` + edge custom props), `TILE_EDGE_METADATA` text block, `PREVIEW_tile_library_grid`, `PREVIEW_12x12_test_district`. Editable preview only (quads OK — the exporters triangulate). | yes (4.0.2) | +| `make_mdl.py` | **Shipping model path.** Pure-Python `.mdl` + `.wok` + solid-colour `.tga`: faces triangulated, one `trimesh` node **per texture** (each with `bitmap`+`tverts`), embedded `aabb` walkmesh. | no | +| `make_itp.py` | `twu01palstd.itp` (GFF `ITP ` via `nwn_gff`) — the palette the toolset needs to register the set. | no (needs `nwn_gff`) | +| `make_wok.py` | Pure-Python ASCII `.wok` emitter (verts+faces+surfacemat+AABB tree); shared `aabb_node()` reused by `make_mdl`. | no | +| `make_set.py` | `twu01.set` (INI, **CRLF**) from the tile grammar; field order/values mirror stock. | no | +| `export_mdl.py` | _Alt path, not shipped._ Neverblender export — **flattens** multi-material tiles to one unloadable material, so superseded by `make_mdl.py`. | yes + addon | `flake.nix` exposes these as apps + a dev shell (pinned **Blender 4.0.2**, `neverwinter-nim`, `cleanmodels`). @@ -27,26 +29,41 @@ Blender, so they're directly testable. ```sh cd wgt01 -nix run .#build -- out.blend # 1. Blender tile library -nix run .#export -- out.blend mdl/ # 2. real .mdl + .wok (Neverblender) -nix run .#set -- twu01.set # 3. first-pass .set (CRLF) -# nix run .#wok -- wok/ # ASCII .wok fallback only (export_mdl preferred) +nix run .#mdl -- mdl/ # .mdl + .wok + .tga (shipping models) +nix run .#set -- twu01.set # twu01.set (CRLF) +nix run .#itp -- twu01palstd.itp # palette (needs nwn_gff) +nix run .#build -- out.blend # optional: editable .blend preview +# nix run .#export -- out.blend mdl/ # alt Neverblender path (flattens materials) ``` ## Verified (2026-07-04) -- **build**: 40 collections, 144/144 district cells placed, 0 skipped, 12 materials. -- **export**: 40 `.mdl` + 40 `.wok`. Surfacemats correct — CP1 all `wok_Stone`(4), - CN1 all `wok_Nonwalk`(7), BR_1/CE_S walkable+blocker mixed. `.mdl` has - `newmodel twu01_cp1`, `classification TILE`, AuroraBase name == resref. -- **Neverblender**: enabled + working **headless** via the flake's - `blender-4.0.2 --background`, reading `~/.config/blender/4.0` (same config as - the interactive session). Surfacemat = walkmesh face **material slot index** - after `nvb_utils.create_wok_materials(mesh)` — not the material name. -- **`.set`**: CRLF (1224/1224 lines), 40 tiles, 3 terrains (`cobble`/`raised`/ - `canal`), 2 crossers (`ramp`/`canal_edge`). Corners/heights derive from each - tile's N/E/S/W edge grammar; ramp N-corners → height 1, canal edges → - `canal_edge` crosser, non-walkable tiles → `PathNode=N`. +- **models (`make_mdl`)**: 40 `.mdl` + 40 `.wok` + 12 `.tga`. Each `.mdl` has + `newmodel`, `classification TILE`, AuroraBase name == resref, one `trimesh` + **per texture** with `bitmap`+`tverts` (tris), and the embedded `aabb` + walkmesh. E.g. `st_s` → 3 trimesh nodes (swlk/curb/wcob); `cp1` → 1 with + `bitmap twu01_wcob`. Walkmesh surfacemats: 4 (`wok_Stone`, walkable) / 7 + (`wok_Nonwalk`). Matches the stock `trs02` tile structure field-for-field. +- **`.itp`**: `twu01palstd.itp` round-trips through `nwn_gff` — `ITP ` type, + 40 named entries. Names render, but the **structure is wrong** (flat folder of + raw tile resrefs → unplaceable, no Terrain/eraser folder). See Diagnosis below; + needs a rebuild to the 3-folder Terrain/Features/Groups shape. +- **`.set`**: CRLF, 40 tiles, 3 terrains (`cobble`/`raised`/`canal`), 2 crossers + (`ramp`/`canal_edge`). `Version=V1.0`, stock field order (`WalkMesh=msb01`, + lights=1, `VisibilityNode=A`, `ImageMap2D` last). Corners/heights from each + tile's N/E/S/W edge grammar; non-walkable tiles → `PathNode=N`. +- **install path**: `~/Documents/Neverwinter Nights/development` is a symlink to + `~/.local/share/Neverwinter Nights/development` (the toolset's real dir); one + `nix run .#dev-install` stages all 94 loose files there. + +### Why the models were rebuilt (2026-07-04, pass 2) +The Neverblender export produced tiles the toolset couldn't load — **no `tverts`, +no `bitmap`, a dangling `materialname` (>16 chars, no `.mtr`)** — and it +**flattened** each multi-material tile to a single arbitrary material. NWN needs +UV'd, bitmapped, one-texture-per-node trimeshes. Fixed by generating the `.mdl` +in pure Python (`make_mdl.py`) with full control, plus the required +`twu01palstd.itp`. Symptom that surfaced it: blank tileset name + "could not +create area" in the New Area wizard. ## Testing in the toolset — no `.hak` needed @@ -68,9 +85,9 @@ validated.) - **PathNode** is a placeholder (`A` walkable / `N` non-walkable) — verify creature routing per tile shape in the toolset; real pathnode letters matter. -- **No `.itp` palette** yet — tiles may not appear in the toolset palette tree - until one is authored (GFF; `neverwinter-nim`'s `nwn_gff`). The `.set` still - loads for area creation. +- **Textures are flat solid-colour `.tga`s** (one per material, KICKOFF "geometry + not art"). They double as an in-toolset grammar read-out; swap in real art + later without touching geometry. - **No minimaps** — `ImageMap2D` refs exist in the `.set` but the `.tga`s don't (skipped by decision; Westgate doesn't use them). - **Substitutions**: `RA_C` = straight-ramp geometry; `STA` = smooth ramp WOK @@ -85,9 +102,46 @@ wgt01-tileset-kit` to promote). Commits: - `60af184` — build guide + 40-tile generator kit - `1284f15` — real `.mdl`/`.wok` export via Neverblender +## Diagnosis 2026-07-04 — palette names show but nothing paints + +Tiles now carry names, but they're **not selectable/paintable**, and the standard +**Terrain** section (paint terrains + eraser, Raise/Lower) is missing. Root cause, +confirmed against the working `wut01palstd.itp` + `wut01.set` (see ../AGENTS.md +§2.3 for the full model): + +- The toolset has **two placement systems** and our `.itp` uses neither correctly. + Ground is laid by **Paint Terrain** (the toolset corner-matches and auto-picks + the model); the palette only **click-places `[GROUP#]`-backed prefabs**. It never + places raw tile models. +- Our `.itp` is **one flat folder of 40 raw tile resrefs**, no Terrain folder, no + `eraser`, and the `.set` has **`[GROUPS] Count=0`**. So: none of the 40 entries is + a feature/group → unplaceable; and with no Terrain folder there's no paint/eraser + UI. `wut01` (123 tiles) lists only its **21 groups** in the palette and paints the + rest as terrain; its `PRIMARY/SECONDARY RULES` are `Count=0`, so rules aren't the + blocker. + +**The real palette (verified):** `MAIN` = 3 category structs `{ID, STRREF folder +label, LIST}`; leaves `{NAME, RESREF}`. Folder 8282 = **Terrain** (leaf RESREF = +terrain/crosser *name*, plus a magic `eraser` leaf STRREF 63291); 63261 = +**Features** (1×1, RESREF = first-tile resref); 63262 = **Groups** (N×M). + ## Next passes -1. Author `twu01palstd.itp` palette so tiles show in the toolset palette tree. -2. Walk-test in the toolset (`nix run .#dev-install`) → tune PathNodes, crossers, - corner terrains. -3. Pack `.hak` (`nwn_erf`) once validated. +1. **Rebuild `make_itp.py` + `make_set.py` to the real structure** (../AGENTS.md + §2.3): + - `.itp`: a **Terrain** folder (each `tiles.TERRAINS`/`CROSSERS` by name + an + `eraser` leaf) so terrain-painting + eraser exist; a **Features** folder with a + 1×1 entry per tile we want click-placeable. + - `.set`: add `[GROUP#]` (1×1 feature) entries backing those Features leaves + (`Name` == palette NAME, `Tile0` == that tile's index). + - Then in the toolset lay ground via **Paint Terrain** (cobble/raised/canal), not + by clicking tiles. +2. Walk-test → tune PathNodes, crossers, corner terrains; add a tileset TLK if + we later want localized palette names (local `NAME` strings suffice for now). +3. **Textures (art pass, separate note).** Source assets live in + `/home/vicky/Blender/` (e.g. `textures/`, `PBR_Procampur/`, `td_floor/`, + `new_floors/`, `pd textures main lib/`). Map each `MAT_*` in `tiles.TEXTURES` + to a chosen texture, replacing the flat solid-colour `.tga`s. **Downscale to + ≤2k** — NWN handles 4k textures poorly (perf/artifacts). Geometry is + unaffected; only the `.tga`/material path changes. +4. Pack `.hak` (`nwn_erf`) once validated. diff --git a/wgt01/flake.nix b/wgt01/flake.nix index bfdf0ff..9592b59 100644 --- a/wgt01/flake.nix +++ b/wgt01/flake.nix @@ -45,6 +45,21 @@ text = ''exec python ${gen}/make_wok.py "$@"''; }; + # Pure-Python .mdl + .wok + solid-colour .tga (the shipping model path; + # no Blender, and unlike Neverblender it keeps per-texture trimesh nodes). + mkmdlpy = pkgs.writeShellApplication { + name = "wgt-mdl"; + runtimeInputs = [ py ]; + text = ''exec python ${gen}/make_mdl.py "$@"''; + }; + + # Tileset palette (GFF ITP) so the toolset registers the set. + mkitp = pkgs.writeShellApplication { + name = "wgt-itp"; + runtimeInputs = [ py pkgs.neverwinter-nim ]; + text = ''exec python ${gen}/make_itp.py "$@"''; + }; + # Real .mdl + .wok export via the Neverblender addon (must be enabled in # this Blender's user config — confirmed working headless). mkmdl = pkgs.writeShellApplication { @@ -59,24 +74,25 @@ ''; }; - # One shot: build -> export -> .set, then stage the loose files into the - # toolset's development/ folder (no .hak). Work dir defaults to ./build. + # One shot: models (.mdl/.wok/.tga) + .set + .itp, staged into the toolset's + # development/ folder (no .hak, no Blender). Work dir defaults to ./build. mkdev = pkgs.writeShellApplication { name = "wgt-dev-install"; - runtimeInputs = [ blender py ]; + runtimeInputs = [ py pkgs.neverwinter-nim ]; text = '' work="''${1:-$PWD/build}" dev="$HOME/Documents/Neverwinter Nights/development" mkdir -p "$work/mdl" "$dev" - blend="$work/westgate_urban_foundation_mvp.blend" - blender-4.0.2 --background --python ${gen}/build.py --python-exit-code 1 -- "$blend" - blender-4.0.2 --background "$blend" --python ${gen}/export_mdl.py --python-exit-code 1 -- "$work/mdl" + python ${gen}/make_mdl.py "$work/mdl" # .mdl + .wok + .tga python ${gen}/make_set.py "$work/twu01.set" - # replace only our own prefix in development/, leave everything else alone - rm -f "$dev"/twu01_*.mdl "$dev"/twu01_*.wok "$dev"/twu01.set - cp "$work"/mdl/twu01_*.mdl "$work"/mdl/twu01_*.wok "$work"/twu01.set "$dev"/ + python ${gen}/make_itp.py "$work/twu01palstd.itp" + # replace only our own files in development/, leave everything else alone + rm -f "$dev"/twu01_*.mdl "$dev"/twu01_*.wok "$dev"/twu01_*.tga \ + "$dev"/twu01.set "$dev"/twu01palstd.itp + cp "$work"/mdl/twu01_*.mdl "$work"/mdl/twu01_*.wok "$work"/mdl/twu01_*.tga \ + "$work"/twu01.set "$work"/twu01palstd.itp "$dev"/ n=$(find "$work/mdl" -name 'twu01_*.mdl' | wc -l) - echo "installed $n tiles + twu01.set -> $dev" + echo "installed $n tiles + twu01.set + twu01palstd.itp -> $dev" ''; }; in @@ -100,6 +116,14 @@ type = "app"; program = "${mkwok}/bin/wgt-wok"; }; + mdl = { + type = "app"; + program = "${mkmdlpy}/bin/wgt-mdl"; + }; + itp = { + type = "app"; + program = "${mkitp}/bin/wgt-itp"; + }; export = { type = "app"; program = "${mkmdl}/bin/wgt-export"; diff --git a/wgt01/generator/make_itp.py b/wgt01/generator/make_itp.py new file mode 100644 index 0000000..eccc172 --- /dev/null +++ b/wgt01/generator/make_itp.py @@ -0,0 +1,64 @@ +"""Generate the tileset palette `twu01palstd.itp` from tiles.py. + + python make_itp.py [out.itp] # default: twu01palstd.itp + +The toolset loads `palstd.itp` when it registers a tileset; without it the +set fails to register (blank name in the New Area wizard, "could not create +area"). Every stock/custom set on disk ships one. It's a GFF `ITP ` file: a MAIN +list of palette categories, each a struct with an ID byte and a LIST of +{RESREF, STRREF} tile entries. + +We emit one flat category listing all 40 tile model resrefs. Each entry carries +a local NAME cexostring (NOT a STRREF) — this is what stock/custom sets without a +tileset TLK do (verified against wut01palstd.itp). Entries with neither NAME nor +a valid STRREF render blank AND non-selectable in the toolset palette. Built as +JSON and converted to GFF with neverwinter.nim's nwn_gff (must be on PATH). +""" + +import json +import os +import subprocess +import sys +import tempfile + +import tiles + +NO_STRREF = 0xFFFFFFFF # category folder: no dialog.tlk name (cosmetic, blank folder) + + +def tile_label(s): + """Readable palette name, e.g. '[flat] cobble_plain'.""" + return f"[{s['kind']}] {s['name']}" + + +def build(): + entries = [{"__struct_id": 0, + "NAME": {"type": "cexostring", "value": tile_label(s)}, + "RESREF": {"type": "resref", "value": tiles.resref(s)}} + for s in tiles.TILES] + return { + "__data_type": "ITP ", + "MAIN": {"type": "list", "value": [ + {"__struct_id": 0, + "ID": {"type": "byte", "value": 0}, + "STRREF": {"type": "dword", "value": NO_STRREF}, + "LIST": {"type": "list", "value": entries}}, + ]}, + } + + +def main(): + out = sys.argv[1] if len(sys.argv) > 1 else f"{tiles.PREFIX}palstd.itp" + with tempfile.NamedTemporaryFile("w", suffix=".json", delete=False) as tf: + json.dump(build(), tf) + js = tf.name + try: + subprocess.run(["nwn_gff", "-i", js, "-l", "json", "-k", "gff", "-o", out], + check=True) + finally: + os.unlink(js) + print(f"wrote {out} ({len(tiles.TILES)} tile palette entries)") + + +if __name__ == "__main__": + main() diff --git a/wgt01/generator/make_mdl.py b/wgt01/generator/make_mdl.py new file mode 100644 index 0000000..4b3aa4a --- /dev/null +++ b/wgt01/generator/make_mdl.py @@ -0,0 +1,140 @@ +"""Generate loadable NWN tile models (`twu01_.mdl` + `.wok` + textures). + + python make_mdl.py [outdir] # default: ./mdl + +Pure Python, no Blender. Emits Aurora ASCII models directly from tiles.py so the +result is deterministic and testable without a headless Blender/Neverblender run. +(Neverblender is kept as an alternate path in export_mdl.py, but it flattens our +multi-material tiles to one unloadable material, so this is the shipping path.) + +Each tile .mdl contains: + * an AuroraBase dummy node named == resref (classification TILE), + * one trimesh node PER texture used on the tile (NWN allows one bitmap/node) — + faces triangulated, real tverts, and a `bitmap ` the engine can load, + * the aabb walkmesh node (shared with make_wok, embedded per NWN tile rules). +The standalone `.wok` (same walkmesh) is written alongside. + +Textures: a solid-colour <=16-char .tga per tiles.TEXTURES (KICKOFF.md: geometry +not art; flat colours double as an in-toolset grammar read-out). Real art can +replace these files later without touching geometry. +""" + +import os +import sys + +import tiles +import make_wok + +VIS_MATID = 65536 # constant last-field on visible faces (matches stock tiles) + + +def write_tga(path, rgb): + """Minimal 2x2 uncompressed 24-bit TGA in solid `rgb` (0..1 floats).""" + r, g, b = (max(0, min(255, round(c * 255))) for c in rgb) + w = h = 2 + header = bytes([0, 0, 2, 0, 0, 0, 0, 0, + 0, 0, 0, 0, + w & 0xFF, w >> 8, h & 0xFF, h >> 8, 24, 0]) + body = bytes([b, g, r]) * (w * h) # TGA stores BGR + with open(path, "wb") as fh: + fh.write(header + body) + + +def _trimesh(ref, idx, tex, verts, quads): + """One trimesh node: local verts + planar tverts + triangulated faces.""" + local, lmap, tvs = [], {}, [] + + def li(gi): + if gi not in lmap: + x, y, z = verts[gi] + lmap[gi] = len(local) + local.append((x, y, z)) + tvs.append(((x + tiles.HALF) / (2 * tiles.HALF), + (y + tiles.HALF) / (2 * tiles.HALF))) + return lmap[gi] + + tris = [] + for a, b, c, d in quads: + la, lb, lc, ld = li(a), li(b), li(c), li(d) + tris.append((la, lb, lc)) + tris.append((la, lc, ld)) + + L = [f"node trimesh {ref}_{idx:02d}", + f" parent {ref}", + " position 0.00000 0.00000 0.00000", + " orientation 0.00000 0.00000 0.00000 0.00000", + " wirecolor 1.0 1.0 1.0", + " ambient 1.0 1.0 1.0", + " diffuse 1.0 1.0 1.0", + " specular 0.0 0.0 0.0", + " shininess 1", + f" bitmap {tex}", + " render 1", + " shadow 0", + " tilefade 0", + " rotatetexture 0", + f" verts {len(local)}"] + L += [f" {v[0]:.5f} {v[1]:.5f} {v[2]:.5f}" for v in local] + L.append(f" tverts {len(tvs)}") + L += [f" {u:.6f} {v:.6f} 0" for u, v in tvs] + L.append(f" faces {len(tris)}") + # face: v1 v2 v3 smoothgroup tv1 tv2 tv3 matid (tvert idx == vert idx here) + L += [f" {a} {b} {c} 1 {a} {b} {c} {VIS_MATID}" for a, b, c in tris] + L.append("endnode") + return L + + +def emit_mdl(spec): + ref = tiles.resref(spec) + verts, faces = tiles.vis_geometry(spec) + + # group quads by texture, preserving first-seen order for stable node numbers + groups, order = {}, [] + for a, b, c, d, mat in faces: + tex = tiles.texname(mat) + if tex not in groups: + groups[tex] = [] + order.append(tex) + groups[tex].append((a, b, c, d)) + + L = [f"# {ref} - Westgate Urban Foundation MVP tile (ASCII, generated)", + f"newmodel {ref}", + f"setsupermodel {ref} null", + "classification TILE", + "setanimationscale 1.0", + f"beginmodelgeom {ref}", + f"node dummy {ref}", + " parent null", + "endnode"] + for idx, tex in enumerate(order, start=1): + L += _trimesh(ref, idx, tex, verts, groups[tex]) + _, aabb = make_wok.aabb_node(spec) + L += aabb + L += [f"endmodelgeom {ref}", f"donemodel {ref}"] + return ref, "\n".join(L) + "\n", set(order) + + +def main(): + outdir = sys.argv[1] if len(sys.argv) > 1 else "mdl" + os.makedirs(outdir, exist_ok=True) + + used = set() + for spec in tiles.TILES: + ref, mdl, texs = emit_mdl(spec) + used |= texs + with open(os.path.join(outdir, ref + ".mdl"), "w") as fh: + fh.write(mdl) + _, wok = make_wok.emit(spec) + with open(os.path.join(outdir, ref + ".wok"), "w") as fh: + fh.write(wok) + + # write every texture (not just `used`) so nothing dangles if a tile changes + for mat, tex in tiles.TEXTURES.items(): + write_tga(os.path.join(outdir, tex + ".tga"), tiles.COLORS[mat]) + + print(f"wrote {len(tiles.TILES)} .mdl + .wok and " + f"{len(tiles.TEXTURES)} .tga to {outdir}/") + + +if __name__ == "__main__": + main() diff --git a/wgt01/generator/make_set.py b/wgt01/generator/make_set.py index d80e244..fe39c1c 100644 --- a/wgt01/generator/make_set.py +++ b/wgt01/generator/make_set.py @@ -27,11 +27,12 @@ def tile_block(i, spec): tl, tr, bl, br = cor["TopLeft"], cor["TopRight"], cor["BottomLeft"], cor["BottomRight"] ref = tiles.resref(spec) walkable = spec["kind"] != "canal" + # Field order/values mirror the stock BioWare sets (the toolset's .set reader + # is picky); WalkMesh=msb01 is the universal legacy label, not a file. L = [f"[TILE{i}]"] L += [ f"Model={ref}", - "WalkMesh=", # legacy field; per-model .wok is matched by name - f"ImageMap2D={ref}", + "WalkMesh=msb01", f"TopLeft={tl[0]}", f"TopLeftHeight={tl[1]}", f"TopRight={tr[0]}", f"TopRightHeight={tr[1]}", f"BottomLeft={bl[0]}", f"BottomLeftHeight={bl[1]}", @@ -40,13 +41,15 @@ def tile_block(i, spec): f"Right={tiles.nwn_crosser(e)}", f"Bottom={tiles.nwn_crosser(s)}", f"Left={tiles.nwn_crosser(w)}", - "MainLight1=0", "MainLight2=0", "SourceLight1=0", "SourceLight2=0", - "AnimLoop1=0", "AnimLoop2=0", "AnimLoop3=0", - "Orientation=0", - f"PathNode={'A' if walkable else 'N'}", # placeholder — verify in toolset - "VisibilityNode=", + "MainLight1=1", "MainLight2=1", "SourceLight1=1", "SourceLight2=1", + "AnimLoop1=1", "AnimLoop2=1", "AnimLoop3=1", "Doors=0", "Sounds=0", + f"PathNode={'A' if walkable else 'N'}", # placeholder — verify in toolset + "Orientation=0", + "VisibilityNode=A", + "VisibilityOrientation=0", + f"ImageMap2D={ref}", # minimap resref (no .tga yet; blank in toolset) ] return L @@ -65,7 +68,7 @@ def build(): "Floor=cobble", "DisplayName=-1", "UnlocalizedName=Westgate Urban Foundation", - "Version=1", + "Version=V1.0", "EnvMap=", "SelectorHeight=3", "", diff --git a/wgt01/generator/make_wok.py b/wgt01/generator/make_wok.py index 108aca3..ff6ab5f 100644 --- a/wgt01/generator/make_wok.py +++ b/wgt01/generator/make_wok.py @@ -18,8 +18,8 @@ import sys import tiles -WALK = 1 # a walkable stone-ish row in surfacemat.2da (verify) -BLOCK = 7 # a non-walkable row (verify) +WALK = 4 # surfacemat.2da row 4 = Stone, walkable (Neverblender wok_Stone) +BLOCK = 7 # surfacemat.2da row 7 = Nonwalk, non-walkable (wok_Nonwalk) def geometry(spec): @@ -71,15 +71,21 @@ def aabb_tree(verts, faces): return nodes -def emit(spec): +def aabb_node(spec): + """The `node aabb _wok ... endnode` block (reused by make_mdl embed).""" verts, faces = geometry(spec) nodes = aabb_tree(verts, faces) name = tiles.resref(spec) - L = [f"# {name} walkmesh (ASCII, first-pass) - compile via nwnmdlcomp/cleanmodels", - f"node aabb {name}_wok", + L = [f"node aabb {name}_wg", f" parent {name}", " position 0.0 0.0 0.0", " orientation 0.0 0.0 0.0 0.0", + " bitmap NULL", + " ambient 0.0 0.0 0.0", + " diffuse 0.0 0.0 0.0", + " specular 0.0 0.0 0.0", + " render 0", + " shadow 0", f" verts {len(verts)}"] L += [f" {v[0]:.5f} {v[1]:.5f} {v[2]:.5f}" for v in verts] L.append(f" faces {len(faces)}") @@ -89,7 +95,13 @@ def emit(spec): L += [f" {mn[0]:.5f} {mn[1]:.5f} {mn[2]:.5f} {mx[0]:.5f} {mx[1]:.5f} {mx[2]:.5f} {fi}" for mn, mx, fi in nodes] L.append("endnode") - return name, "\n".join(L) + "\n" + return name, L + + +def emit(spec): + name, L = aabb_node(spec) + head = f"# {name} walkmesh (ASCII) - compile via nwnmdlcomp/cleanmodels" + return name, head + "\n" + "\n".join(L) + "\n" def main(): diff --git a/wgt01/generator/tiles.py b/wgt01/generator/tiles.py index eb87118..b04b0c5 100644 --- a/wgt01/generator/tiles.py +++ b/wgt01/generator/tiles.py @@ -32,6 +32,28 @@ COLORS = { } CURB = "MAT_curb_dark_stone" +# NWN needs a real texture (bitmap) per trimesh; material name -> texture resref +# (<=16 chars, prefix eats 6). make_mdl.py writes a solid-colour .tga per entry. +TEXTURES = { + "MAT_wet_cobble_dark": "twu01_wcob", + "MAT_cobble_patch": "twu01_cpat", + "MAT_plaza_slab": "twu01_plaz", + "MAT_sidewalk_stone": "twu01_swlk", + "MAT_curb_dark_stone": "twu01_curb", + "MAT_canal_black_water": "twu01_watr", + "MAT_void_black": "twu01_void", + "MAT_ramp_stone": "twu01_ramp", + "MAT_drain_iron": "twu01_iron", + "MAT_foundation_pad": "twu01_fnd", + "MAT_debug_walkmesh": "twu01_dwlk", + "MAT_debug_blocker": "twu01_dblk", +} + + +def texname(mat): + return TEXTURES.get(mat, "twu01_wcob") + + F, R, C, RP, MX = "FLAT", "RAISED", "CANAL", "RAMP", "MIXED" @@ -281,6 +303,32 @@ def wok_quads(spec): return [(_rect(-5, 5, -5, 5, 0.0), True)] +# --- visible mesh: subdivided 10x10 plane, faces tagged by material ---------- +# Same source as build.py's build_vis so the Blender preview and the exported +# .mdl never drift. Faces are quads here; make_mdl.py triangulates on emit. + +def vis_geometry(spec): + """Return (verts, faces): 100-quad plane. faces = (a, b, c, d, matname).""" + n, step = 10, 1.0 + paint = make_paint(spec) + verts, vidx = [], {} + + def vi(i, j): + if (i, j) not in vidx: + x, y = -HALF + i * step, -HALF + j * step + vidx[(i, j)] = len(verts) + verts.append((x, y, height(spec, x, y))) + return vidx[(i, j)] + + faces = [] + for i in range(n): + for j in range(n): + cx, cy = -HALF + (i + 0.5) * step, -HALF + (j + 0.5) * step + faces.append((vi(i, j), vi(i + 1, j), vi(i + 1, j + 1), vi(i, j + 1), + paint(cx, cy))) + return verts, faces + + # --- NWN .set mapping (AGENTS.md §4, §7) ------------------------------------- # Minimal, deliberate vocabulary (AGENTS.md §2.1: every terrain pairing multiplies # tile count). Ground tiles all share 'cobble' so they interconnect freely