Files
sow-module-tilesets/wgt01/generator/make_set.py
T
2026-07-04 18:03:35 +02:00

111 lines
3.8 KiB
Python

"""Generate the first-pass NWN tileset definition `twu01.set` from tiles.py.
python make_set.py [out.set] # default: twu01.set
Pure Python, no Blender. Emits a valid, DOS/CRLF `.set` (AGENTS.md §4/§9: Unix
line endings crash the toolset). Corners/heights/crossers derive from each tile's
edge grammar; this is a DRAFT to load and hand-tune in the toolset, not a final
set. See CAVEATS below.
CAVEATS (first pass — tune in the toolset):
* PathNode is a placeholder ('A' walkable / 'N' non-walkable). Real pathnode
letters govern creature routing and must be verified against the toolset.
* ImageMap2D references minimaps (twu01_<code>.tga) that are not rendered yet.
* Groups/features Count=0; add multi-tile groups later.
"""
import sys
import tiles
PREFIX = tiles.PREFIX
def tile_block(i, spec):
cor = tiles.nwn_corners(spec["edges"])
n, e, s, w = spec["edges"]
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=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]}",
f"BottomRight={br[0]}", f"BottomRightHeight={br[1]}",
f"Top={tiles.nwn_crosser(n)}",
f"Right={tiles.nwn_crosser(e)}",
f"Bottom={tiles.nwn_crosser(s)}",
f"Left={tiles.nwn_crosser(w)}",
"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
def build():
L = []
L += [
"[GENERAL]",
f"Name={PREFIX}",
"Type=SET",
"Interior=0",
"HasHeightTransition=1",
"Transition=1.5", # metres per height step = Z=1.5 raised tier
"Border=cobble",
"Default=cobble",
"Floor=cobble",
"DisplayName=-1",
"UnlocalizedName=Westgate Urban Foundation",
"Version=V1.0",
"EnvMap=",
"SelectorHeight=3",
"",
"[GRASS]",
"Grass=0",
"GrassTextureName=",
"Density=0.0",
"Height=0.0",
"AmbientRed=0.0", "AmbientGreen=0.0", "AmbientBlue=0.0",
"DiffuseRed=0.0", "DiffuseGreen=0.0", "DiffuseBlue=0.0",
"",
"[TERRAIN TYPES]",
f"Count={len(tiles.TERRAINS)}",
]
for idx, t in enumerate(tiles.TERRAINS):
L += ["", f"[TERRAIN{idx}]", f"Name={t}", "StrRef=-1"]
L += ["", "[CROSSER TYPES]", f"Count={len(tiles.CROSSERS)}"]
for idx, cr in enumerate(tiles.CROSSERS):
L += ["", f"[CROSSER{idx}]", f"Name={cr}", "StrRef=-1"]
L += ["", "[PRIMARY RULES]", "Count=0",
"", "[SECONDARY RULES]", "Count=0",
"", "[TILES]", f"Count={len(tiles.TILES)}"]
for i, spec in enumerate(tiles.TILES):
L.append("")
L += tile_block(i, spec)
L += ["", "[GROUPS]", "Count=0", ""]
return L
def main():
out = sys.argv[1] if len(sys.argv) > 1 else f"{PREFIX}.set"
with open(out, "w", newline="") as fh: # newline='' + explicit \r\n = CRLF
fh.write("\r\n".join(build()))
print(f"wrote {out} ({len(tiles.TILES)} tiles, "
f"{len(tiles.TERRAINS)} terrains, {len(tiles.CROSSERS)} crossers, CRLF)")
if __name__ == "__main__":
main()