# wgt01 — Build Status & Notes Progress log for the **Westgate Urban Foundation MVP** tileset (prefix `twu01`). Spec: [KICKOFF.md](KICKOFF.md). How NWN needs things shaped: [../AGENTS.md](../AGENTS.md). _Last updated: 2026-07-04._ --- ## What exists — the generator kit (`generator/`) One source of truth (`tiles.py`) feeds four tools; the two NWN emitters need no 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`. 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| _Alt path, not shipped._ Neverblender export — **flattens** multi-material tiles to one unloadable material, so superseded by `make_mdl.py`.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`). ## Pipeline (commands) ```sh cd wgt01 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) - **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 The toolset reads loose files from **`~/Documents/Neverwinter Nights/development/`** (confirmed present). One command does build → export → `.set` → stage: ```sh cd wgt01 nix run .#dev-install # -> build/ (inspectable) + installs 40 .mdl/.wok + twu01.set into development/ ``` It replaces only the `twu01*` files in `development/` (leaves everything else alone) and keeps the intermediate outputs in `./build/` for inspection. Then in the toolset: create a small area using the `twu01` tileset, place tiles, walk-test pathing/heights. (Packing a `.hak` with `nwn_erf` is deferred until the set is validated.) ## First-pass caveats — tune before shipping - **PathNode** is a placeholder (`A` walkable / `N` non-walkable) — verify creature routing per tile shape in the toolset; real pathnode letters matter. - **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 proxy over stepped visual; `SW_C/T/X/E` share the straight-sidewalk visual. - `MAT_void_black` is defined but currently unpainted (11/12 materials realised). - Corner terrain is a heuristic from edges — hand-tune adjacency in the toolset. ## Git Branch **`wgt01-tileset-kit`** (`main` still unborn — `git branch -f main 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. **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.