Wednesday, August 13, 2008

Prefabia Restarted - #2

A small update but one highlighting an excellent tool by Tani called TerraCoppa. Sadly it is no longer maintained but Tani has kindly provided the source code so that it can be compiled to work in later releases of NWN2.

http://nwvault.ign.com/View.php?view=Nwn2plugins.Detail&id=25&comment_page=3


TerraCoppa allows a builder to rapidly replicate an area and the contents. It can rotate, raise/lower the height of the terrain and migrate all the bits and pieces you would find in area, over to your duplicate.



TerraCoppa will be a major part of my workflow, allowing me to grab and move parts of areas from other prefabs across into my own world. Using the tool you can map up areas outside the walkmesh and make them a new area that you can walk in.


Work Flow.


1. Rotate the map by 90 degrees due to the map orientated in the wrong direction.


2. Shift the map backwards by one grid row, so that the docks that were out of the walkable area now fall into it.


Original Map


Shifted Map, note the green textured sothern part of the map. You get that when TerrCoppa moves things around, texture is default to the map.



3. Shift map one grid to left, so more of the hill is in the walkmesh.




4. Replicated the terrain on the eastern edge and dropped it over the green texture, same with southern. All that remains is to clean up and remove bits that you don't want. You can see the joins in the image below, but a little brush work and gone.



After some quick work and tweaking the water, it is done. This area will form the starting ton for Prefabia. The area will nee some fine touch ups and wameshitig,but is prety well ready to go.


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