tools
This commit is contained in:
+81
-27
@@ -15,10 +15,12 @@ Blender, so they're directly testable.
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| File | Role | Needs Blender? |
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|---|---|---|
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| `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 |
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| `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) |
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| `export_mdl.py` | Real NWN export via **Neverblender** → 40 `.mdl` + 40 `.wok` (AuroraBase `tile`/`dummy`, `trimesh`, one `aabb` walkmesh; correct surfacemats). | yes + addon |
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| `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 |
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| `make_set.py` | First-pass `twu01.set` (INI, **CRLF**) from the tile grammar. | no |
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| `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) |
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| `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 |
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| `make_itp.py` | `twu01palstd.itp` (GFF `ITP ` via `nwn_gff`) — the palette the toolset needs to register the set. | no (needs `nwn_gff`) |
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| `make_wok.py` | Pure-Python ASCII `.wok` emitter (verts+faces+surfacemat+AABB tree); shared `aabb_node()` reused by `make_mdl`. | no |
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| `make_set.py` | `twu01.set` (INI, **CRLF**) from the tile grammar; field order/values mirror stock. | no |
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| `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 |
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`flake.nix` exposes these as apps + a dev shell (pinned **Blender 4.0.2**,
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`neverwinter-nim`, `cleanmodels`).
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@@ -27,26 +29,41 @@ Blender, so they're directly testable.
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```sh
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cd wgt01
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nix run .#build -- out.blend # 1. Blender tile library
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nix run .#export -- out.blend mdl/ # 2. real .mdl + .wok (Neverblender)
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nix run .#set -- twu01.set # 3. first-pass .set (CRLF)
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# nix run .#wok -- wok/ # ASCII .wok fallback only (export_mdl preferred)
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nix run .#mdl -- mdl/ # .mdl + .wok + .tga (shipping models)
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nix run .#set -- twu01.set # twu01.set (CRLF)
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nix run .#itp -- twu01palstd.itp # palette (needs nwn_gff)
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nix run .#build -- out.blend # optional: editable .blend preview
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# nix run .#export -- out.blend mdl/ # alt Neverblender path (flattens materials)
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```
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## Verified (2026-07-04)
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- **build**: 40 collections, 144/144 district cells placed, 0 skipped, 12 materials.
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- **export**: 40 `.mdl` + 40 `.wok`. Surfacemats correct — CP1 all `wok_Stone`(4),
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CN1 all `wok_Nonwalk`(7), BR_1/CE_S walkable+blocker mixed. `.mdl` has
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`newmodel twu01_cp1`, `classification TILE`, AuroraBase name == resref.
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- **Neverblender**: enabled + working **headless** via the flake's
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`blender-4.0.2 --background`, reading `~/.config/blender/4.0` (same config as
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the interactive session). Surfacemat = walkmesh face **material slot index**
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after `nvb_utils.create_wok_materials(mesh)` — not the material name.
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- **`.set`**: CRLF (1224/1224 lines), 40 tiles, 3 terrains (`cobble`/`raised`/
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`canal`), 2 crossers (`ramp`/`canal_edge`). Corners/heights derive from each
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tile's N/E/S/W edge grammar; ramp N-corners → height 1, canal edges →
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`canal_edge` crosser, non-walkable tiles → `PathNode=N`.
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- **models (`make_mdl`)**: 40 `.mdl` + 40 `.wok` + 12 `.tga`. Each `.mdl` has
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`newmodel`, `classification TILE`, AuroraBase name == resref, one `trimesh`
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**per texture** with `bitmap`+`tverts` (tris), and the embedded `aabb`
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walkmesh. E.g. `st_s` → 3 trimesh nodes (swlk/curb/wcob); `cp1` → 1 with
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`bitmap twu01_wcob`. Walkmesh surfacemats: 4 (`wok_Stone`, walkable) / 7
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(`wok_Nonwalk`). Matches the stock `trs02` tile structure field-for-field.
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- **`.itp`**: `twu01palstd.itp` round-trips through `nwn_gff` — `ITP ` type,
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40 named entries. Names render, but the **structure is wrong** (flat folder of
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raw tile resrefs → unplaceable, no Terrain/eraser folder). See Diagnosis below;
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needs a rebuild to the 3-folder Terrain/Features/Groups shape.
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- **`.set`**: CRLF, 40 tiles, 3 terrains (`cobble`/`raised`/`canal`), 2 crossers
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(`ramp`/`canal_edge`). `Version=V1.0`, stock field order (`WalkMesh=msb01`,
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lights=1, `VisibilityNode=A`, `ImageMap2D` last). Corners/heights from each
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tile's N/E/S/W edge grammar; non-walkable tiles → `PathNode=N`.
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- **install path**: `~/Documents/Neverwinter Nights/development` is a symlink to
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`~/.local/share/Neverwinter Nights/development` (the toolset's real dir); one
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`nix run .#dev-install` stages all 94 loose files there.
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### Why the models were rebuilt (2026-07-04, pass 2)
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The Neverblender export produced tiles the toolset couldn't load — **no `tverts`,
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no `bitmap`, a dangling `materialname` (>16 chars, no `.mtr`)** — and it
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**flattened** each multi-material tile to a single arbitrary material. NWN needs
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UV'd, bitmapped, one-texture-per-node trimeshes. Fixed by generating the `.mdl`
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in pure Python (`make_mdl.py`) with full control, plus the required
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`twu01palstd.itp`. Symptom that surfaced it: blank tileset name + "could not
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create area" in the New Area wizard.
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## Testing in the toolset — no `.hak` needed
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@@ -68,9 +85,9 @@ validated.)
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- **PathNode** is a placeholder (`A` walkable / `N` non-walkable) — verify creature
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routing per tile shape in the toolset; real pathnode letters matter.
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- **No `.itp` palette** yet — tiles may not appear in the toolset palette tree
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until one is authored (GFF; `neverwinter-nim`'s `nwn_gff`). The `.set` still
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loads for area creation.
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- **Textures are flat solid-colour `.tga`s** (one per material, KICKOFF "geometry
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not art"). They double as an in-toolset grammar read-out; swap in real art
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later without touching geometry.
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- **No minimaps** — `ImageMap2D` refs exist in the `.set` but the `.tga`s don't
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(skipped by decision; Westgate doesn't use them).
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- **Substitutions**: `RA_C` = straight-ramp geometry; `STA` = smooth ramp WOK
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@@ -85,9 +102,46 @@ wgt01-tileset-kit` to promote). Commits:
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- `60af184` — build guide + 40-tile generator kit
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- `1284f15` — real `.mdl`/`.wok` export via Neverblender
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## Diagnosis 2026-07-04 — palette names show but nothing paints
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Tiles now carry names, but they're **not selectable/paintable**, and the standard
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**Terrain** section (paint terrains + eraser, Raise/Lower) is missing. Root cause,
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confirmed against the working `wut01palstd.itp` + `wut01.set` (see ../AGENTS.md
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§2.3 for the full model):
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- The toolset has **two placement systems** and our `.itp` uses neither correctly.
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Ground is laid by **Paint Terrain** (the toolset corner-matches and auto-picks
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the model); the palette only **click-places `[GROUP#]`-backed prefabs**. It never
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places raw tile models.
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- Our `.itp` is **one flat folder of 40 raw tile resrefs**, no Terrain folder, no
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`eraser`, and the `.set` has **`[GROUPS] Count=0`**. So: none of the 40 entries is
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a feature/group → unplaceable; and with no Terrain folder there's no paint/eraser
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UI. `wut01` (123 tiles) lists only its **21 groups** in the palette and paints the
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rest as terrain; its `PRIMARY/SECONDARY RULES` are `Count=0`, so rules aren't the
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blocker.
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**The real palette (verified):** `MAIN` = 3 category structs `{ID, STRREF folder
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label, LIST}`; leaves `{NAME, RESREF}`. Folder 8282 = **Terrain** (leaf RESREF =
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terrain/crosser *name*, plus a magic `eraser` leaf STRREF 63291); 63261 =
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**Features** (1×1, RESREF = first-tile resref); 63262 = **Groups** (N×M).
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## Next passes
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1. Author `twu01palstd.itp` palette so tiles show in the toolset palette tree.
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2. Walk-test in the toolset (`nix run .#dev-install`) → tune PathNodes, crossers,
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corner terrains.
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3. Pack `.hak` (`nwn_erf`) once validated.
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1. **Rebuild `make_itp.py` + `make_set.py` to the real structure** (../AGENTS.md
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§2.3):
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- `.itp`: a **Terrain** folder (each `tiles.TERRAINS`/`CROSSERS` by name + an
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`eraser` leaf) so terrain-painting + eraser exist; a **Features** folder with a
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1×1 entry per tile we want click-placeable.
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- `.set`: add `[GROUP#]` (1×1 feature) entries backing those Features leaves
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(`Name` == palette NAME, `Tile0` == that tile's index).
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- Then in the toolset lay ground via **Paint Terrain** (cobble/raised/canal), not
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by clicking tiles.
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2. Walk-test → tune PathNodes, crossers, corner terrains; add a tileset TLK if
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we later want localized palette names (local `NAME` strings suffice for now).
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3. **Textures (art pass, separate note).** Source assets live in
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`/home/vicky/Blender/` (e.g. `textures/`, `PBR_Procampur/`, `td_floor/`,
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`new_floors/`, `pd textures main lib/`). Map each `MAT_*` in `tiles.TEXTURES`
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to a chosen texture, replacing the flat solid-colour `.tga`s. **Downscale to
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≤2k** — NWN handles 4k textures poorly (perf/artifacts). Geometry is
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unaffected; only the `.tga`/material path changes.
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4. Pack `.hak` (`nwn_erf`) once validated.
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+34
-10
@@ -45,6 +45,21 @@
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text = ''exec python ${gen}/make_wok.py "$@"'';
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};
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# Pure-Python .mdl + .wok + solid-colour .tga (the shipping model path;
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# no Blender, and unlike Neverblender it keeps per-texture trimesh nodes).
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mkmdlpy = pkgs.writeShellApplication {
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name = "wgt-mdl";
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runtimeInputs = [ py ];
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text = ''exec python ${gen}/make_mdl.py "$@"'';
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};
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# Tileset palette (GFF ITP) so the toolset registers the set.
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mkitp = pkgs.writeShellApplication {
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name = "wgt-itp";
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runtimeInputs = [ py pkgs.neverwinter-nim ];
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text = ''exec python ${gen}/make_itp.py "$@"'';
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};
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# Real .mdl + .wok export via the Neverblender addon (must be enabled in
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# this Blender's user config — confirmed working headless).
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mkmdl = pkgs.writeShellApplication {
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@@ -59,24 +74,25 @@
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'';
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};
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# One shot: build -> export -> .set, then stage the loose files into the
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# toolset's development/ folder (no .hak). Work dir defaults to ./build.
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# One shot: models (.mdl/.wok/.tga) + .set + .itp, staged into the toolset's
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# development/ folder (no .hak, no Blender). Work dir defaults to ./build.
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mkdev = pkgs.writeShellApplication {
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name = "wgt-dev-install";
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runtimeInputs = [ blender py ];
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runtimeInputs = [ py pkgs.neverwinter-nim ];
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text = ''
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work="''${1:-$PWD/build}"
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dev="$HOME/Documents/Neverwinter Nights/development"
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mkdir -p "$work/mdl" "$dev"
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blend="$work/westgate_urban_foundation_mvp.blend"
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blender-4.0.2 --background --python ${gen}/build.py --python-exit-code 1 -- "$blend"
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blender-4.0.2 --background "$blend" --python ${gen}/export_mdl.py --python-exit-code 1 -- "$work/mdl"
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python ${gen}/make_mdl.py "$work/mdl" # .mdl + .wok + .tga
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python ${gen}/make_set.py "$work/twu01.set"
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# replace only our own prefix in development/, leave everything else alone
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rm -f "$dev"/twu01_*.mdl "$dev"/twu01_*.wok "$dev"/twu01.set
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cp "$work"/mdl/twu01_*.mdl "$work"/mdl/twu01_*.wok "$work"/twu01.set "$dev"/
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python ${gen}/make_itp.py "$work/twu01palstd.itp"
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# replace only our own files in development/, leave everything else alone
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rm -f "$dev"/twu01_*.mdl "$dev"/twu01_*.wok "$dev"/twu01_*.tga \
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"$dev"/twu01.set "$dev"/twu01palstd.itp
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cp "$work"/mdl/twu01_*.mdl "$work"/mdl/twu01_*.wok "$work"/mdl/twu01_*.tga \
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"$work"/twu01.set "$work"/twu01palstd.itp "$dev"/
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n=$(find "$work/mdl" -name 'twu01_*.mdl' | wc -l)
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echo "installed $n tiles + twu01.set -> $dev"
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echo "installed $n tiles + twu01.set + twu01palstd.itp -> $dev"
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'';
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};
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in
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@@ -100,6 +116,14 @@
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type = "app";
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program = "${mkwok}/bin/wgt-wok";
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};
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mdl = {
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type = "app";
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program = "${mkmdlpy}/bin/wgt-mdl";
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};
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itp = {
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type = "app";
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program = "${mkitp}/bin/wgt-itp";
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};
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export = {
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type = "app";
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program = "${mkmdl}/bin/wgt-export";
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@@ -0,0 +1,64 @@
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"""Generate the tileset palette `twu01palstd.itp` from tiles.py.
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python make_itp.py [out.itp] # default: twu01palstd.itp
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The toolset loads `<set>palstd.itp` when it registers a tileset; without it the
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set fails to register (blank name in the New Area wizard, "could not create
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area"). Every stock/custom set on disk ships one. It's a GFF `ITP ` file: a MAIN
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list of palette categories, each a struct with an ID byte and a LIST of
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{RESREF, STRREF} tile entries.
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We emit one flat category listing all 40 tile model resrefs. Each entry carries
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a local NAME cexostring (NOT a STRREF) — this is what stock/custom sets without a
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tileset TLK do (verified against wut01palstd.itp). Entries with neither NAME nor
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a valid STRREF render blank AND non-selectable in the toolset palette. Built as
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JSON and converted to GFF with neverwinter.nim's nwn_gff (must be on PATH).
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"""
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import json
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import os
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import subprocess
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import sys
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import tempfile
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import tiles
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NO_STRREF = 0xFFFFFFFF # category folder: no dialog.tlk name (cosmetic, blank folder)
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def tile_label(s):
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"""Readable palette name, e.g. '[flat] cobble_plain'."""
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return f"[{s['kind']}] {s['name']}"
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def build():
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entries = [{"__struct_id": 0,
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"NAME": {"type": "cexostring", "value": tile_label(s)},
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"RESREF": {"type": "resref", "value": tiles.resref(s)}}
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for s in tiles.TILES]
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return {
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"__data_type": "ITP ",
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"MAIN": {"type": "list", "value": [
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{"__struct_id": 0,
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"ID": {"type": "byte", "value": 0},
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"STRREF": {"type": "dword", "value": NO_STRREF},
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"LIST": {"type": "list", "value": entries}},
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]},
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}
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def main():
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out = sys.argv[1] if len(sys.argv) > 1 else f"{tiles.PREFIX}palstd.itp"
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with tempfile.NamedTemporaryFile("w", suffix=".json", delete=False) as tf:
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json.dump(build(), tf)
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js = tf.name
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try:
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subprocess.run(["nwn_gff", "-i", js, "-l", "json", "-k", "gff", "-o", out],
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check=True)
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finally:
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os.unlink(js)
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print(f"wrote {out} ({len(tiles.TILES)} tile palette entries)")
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if __name__ == "__main__":
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main()
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@@ -0,0 +1,140 @@
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"""Generate loadable NWN tile models (`twu01_<code>.mdl` + `.wok` + textures).
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python make_mdl.py [outdir] # default: ./mdl
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Pure Python, no Blender. Emits Aurora ASCII models directly from tiles.py so the
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result is deterministic and testable without a headless Blender/Neverblender run.
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(Neverblender is kept as an alternate path in export_mdl.py, but it flattens our
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multi-material tiles to one unloadable material, so this is the shipping path.)
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Each tile .mdl contains:
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* an AuroraBase dummy node named == resref (classification TILE),
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* one trimesh node PER texture used on the tile (NWN allows one bitmap/node) —
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faces triangulated, real tverts, and a `bitmap <resref>` the engine can load,
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* the aabb walkmesh node (shared with make_wok, embedded per NWN tile rules).
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The standalone `.wok` (same walkmesh) is written alongside.
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Textures: a solid-colour <=16-char .tga per tiles.TEXTURES (KICKOFF.md: geometry
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not art; flat colours double as an in-toolset grammar read-out). Real art can
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replace these files later without touching geometry.
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"""
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import os
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import sys
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import tiles
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import make_wok
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VIS_MATID = 65536 # constant last-field on visible faces (matches stock tiles)
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def write_tga(path, rgb):
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"""Minimal 2x2 uncompressed 24-bit TGA in solid `rgb` (0..1 floats)."""
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r, g, b = (max(0, min(255, round(c * 255))) for c in rgb)
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w = h = 2
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header = bytes([0, 0, 2, 0, 0, 0, 0, 0,
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0, 0, 0, 0,
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w & 0xFF, w >> 8, h & 0xFF, h >> 8, 24, 0])
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body = bytes([b, g, r]) * (w * h) # TGA stores BGR
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with open(path, "wb") as fh:
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fh.write(header + body)
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def _trimesh(ref, idx, tex, verts, quads):
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"""One trimesh node: local verts + planar tverts + triangulated faces."""
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local, lmap, tvs = [], {}, []
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def li(gi):
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if gi not in lmap:
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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()
|
||||
@@ -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",
|
||||
"",
|
||||
|
||||
@@ -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 <ref>_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():
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user