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<blockquote data-quote="Steel_Wind" data-source="post: 5123947" data-attributes="member: 20741"><p>You are referring to the scaling issue of furnished interiors I presume? A grid square in NWN terms is, as I recall, about 32 feet or thereabouts? Something like that. </p><p></p><p>For unfurnished interiors, this has few significiant graphical effects as you can use zoom to get rid of the issue. It becomes an issue only for when you are then looking to furnish your interiors. Once you do, the scaling you meant to "fix" by zooming is shown to be clearly off once again.</p><p></p><p>The solution to this is to turn to NWVault. You want to download a few hak paks and a utility to create another custom one.</p><p></p><p>The first haks you grab are the "stripped" tileset haks, which are all the interior tilesets used in NWN1, with all of the furniture stipped out of each of the tiles.</p><p></p><p>This removes most of the distracting graphical scaling issues automatically for you. They vanish.</p><p></p><p>To re-add the furniture, you then use a utility on NWVault's site to autoscale placeable furniture to the "correct" size for one tile = 5' or 10'. You then use that placeable hak as your default in the toolset for all your placeable furnishings. It sounds hard and "techy" - but it's quite easy to do.</p><p></p><p>The scaling problems you mention then completely go away. </p><p></p><p>As for the grid being an issue for you, I don't use the Grid in the toolset. I project on to a white surface which has a pre-printed 1" grid on it. My grid is therefore always correct (and is never red) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyways, that's how I have dealt with those issues. Stipped tilesets, resized placeables and an external grid. When all of those features are present, the issues you identify are reduced to -10 hits and promptly die. It's well worth it to me as the speed with which I can build and detail a map in NWN1 is rather <em>breathtakingly fast</em>, if I do say so myself. I expect I can lay down an external area and detail it NWN1 faster than most people can draw it on a battlemat. </p><p></p><p>These are, btw, rarely issues which crop up for use in external areas. The main issue in external area is the "gridlock" look, where NWN's square grid sructure can look "off" and too tidy when there are multiple buldings on the map that are near one another. In cities it's fine, but in towns and rural area? Not so much.</p><p></p><p>Again, there is a hakpak to download off of NWVault to fix this. I recommend using placeable buildings instead of tile based buildings so the "grid" layout in NWN1 goes away and you can have buildings put down at arbitrary angles, rotations and distances from each other in a completely arbitrary manner wherever you want.</p><p></p><p>Again - for those familiar with NWN1 custom content, placeable buildings frequently broke AI pathfinding when used to play the module in a computer game. For our purposes however, we don't need in game pathfinding and AI to work bug free because we aren't using the Toolset to create a computer game. It just needs to look pretty in the toolset for use as a projected map <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Placeables buldings is the silver bullet for this problem.</p><p></p><p>Do be sure to post pictures of this approach. I am greatly interested. In my view, the Dynex 40" 1080p flat panel at Best Buy for $499 seems to be the most practical and affordable candidate for such an LCD approach.</p><p></p><p>Please post pics when you have it up and running. I'd love to see it installed in a table "in game".</p><p></p><p>I have no doubt that this is a very viable approach if constructed properly. In the coming years, especially as flat panels drop in price more, this will become the default choice in preference to projection.</p><p></p><p>Not sure we are there <em>quite</em> yet, but I certainly am very interested in what you plan to do.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5123947, member: 20741"] You are referring to the scaling issue of furnished interiors I presume? A grid square in NWN terms is, as I recall, about 32 feet or thereabouts? Something like that. For unfurnished interiors, this has few significiant graphical effects as you can use zoom to get rid of the issue. It becomes an issue only for when you are then looking to furnish your interiors. Once you do, the scaling you meant to "fix" by zooming is shown to be clearly off once again. The solution to this is to turn to NWVault. You want to download a few hak paks and a utility to create another custom one. The first haks you grab are the "stripped" tileset haks, which are all the interior tilesets used in NWN1, with all of the furniture stipped out of each of the tiles. This removes most of the distracting graphical scaling issues automatically for you. They vanish. To re-add the furniture, you then use a utility on NWVault's site to autoscale placeable furniture to the "correct" size for one tile = 5' or 10'. You then use that placeable hak as your default in the toolset for all your placeable furnishings. It sounds hard and "techy" - but it's quite easy to do. The scaling problems you mention then completely go away. As for the grid being an issue for you, I don't use the Grid in the toolset. I project on to a white surface which has a pre-printed 1" grid on it. My grid is therefore always correct (and is never red) :) Anyways, that's how I have dealt with those issues. Stipped tilesets, resized placeables and an external grid. When all of those features are present, the issues you identify are reduced to -10 hits and promptly die. It's well worth it to me as the speed with which I can build and detail a map in NWN1 is rather [I]breathtakingly fast[/I], if I do say so myself. I expect I can lay down an external area and detail it NWN1 faster than most people can draw it on a battlemat. These are, btw, rarely issues which crop up for use in external areas. The main issue in external area is the "gridlock" look, where NWN's square grid sructure can look "off" and too tidy when there are multiple buldings on the map that are near one another. In cities it's fine, but in towns and rural area? Not so much. Again, there is a hakpak to download off of NWVault to fix this. I recommend using placeable buildings instead of tile based buildings so the "grid" layout in NWN1 goes away and you can have buildings put down at arbitrary angles, rotations and distances from each other in a completely arbitrary manner wherever you want. Again - for those familiar with NWN1 custom content, placeable buildings frequently broke AI pathfinding when used to play the module in a computer game. For our purposes however, we don't need in game pathfinding and AI to work bug free because we aren't using the Toolset to create a computer game. It just needs to look pretty in the toolset for use as a projected map :) Placeables buldings is the silver bullet for this problem. Do be sure to post pictures of this approach. I am greatly interested. In my view, the Dynex 40" 1080p flat panel at Best Buy for $499 seems to be the most practical and affordable candidate for such an LCD approach. Please post pics when you have it up and running. I'd love to see it installed in a table "in game". I have no doubt that this is a very viable approach if constructed properly. In the coming years, especially as flat panels drop in price more, this will become the default choice in preference to projection. Not sure we are there [I]quite[/I] yet, but I certainly am very interested in what you plan to do. [/QUOTE]
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