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YATT Help Desk

Posted: Wed Dec 05, 2007 12:48 pm
by Thangorn
seems some of you are 1337 with it.. others like myself are still learning so I thought I'd kick off this thread..

I have a question about scaling heightmap bmps for superareas. I tried using Indio's tutorial method of multiplying of the pixel dimensions for an area within a superarea by the number of areas of the specific size you want to each axis (eg. so if you want an superarea of 9 16x16s you multiply the pixel dimensions of the 16x16 (193) by 3 for the number of areas on the x and y axis (193 x 3 since the square root of 9 = 3).. This would mean in theory that I scale my heightmap for my superarea at 579x579 pixels.. right? wrong?

ANyway I can assure you, this doesnt scale properly for me, there is always part of my heightmap that is unused regardless of how religiously I stick to the dimensions above.

So can anyone tell me how to work this out so as to ensure that there is no space wasted on my heightmap??

Posted: Wed Dec 05, 2007 3:40 pm
by Teric neDhalir
From the YATT forum;
For a 3x3 super area where each sub area is 20x20 the size will need to be found as follows:

1) 20x20 area is 5 megatiles of walkable space.
2) since you want 3 of these you'll need 15 megatiles for the walkable area of the super area.
3) then you need to add the non-walkable padding. The default super area YATT creates will overlap interior areas so only the edges will be truely non-walkable. So the entire input image only needs padding of 4 megatiles on each side.
4) this gives a total size of 19 x 19 megatiles for the whole super area.
5) each megatiles has 24x24 vertices so needs 24x24 pixels in the input image.
6) so your input needs to be 19*24+1 = 457x457 pixels

So make your input image a square 457 pixel image and it should do what you want. You can turn on the super area grid in YATT to see a preview. Unfortunately I haven't got the toolset or YATT to check that at the moment, but I think that's about right.
Sorry, don't use Super Areas myself - I work from a big heightmap and crop 1 area at a time from that.
Teric

Posted: Wed Dec 05, 2007 8:14 pm
by Thangorn
awesome!! thanks mate.. I tried about 30 different mathematical equations to make it work..

Thanks for saving my sanity for another few days

Posted: Wed Dec 05, 2007 8:59 pm
by indio
Input heightmaps and colourmaps should be sized as follows:

Image Size (Pixels) Area Size (NWN2 Tiles) Area Size (Mega Tiles)

Code: Select all

121	4	1
145	8	2
169	12	3
193	16	4
217	20	5
241	24	6
265	28	7
289	32	8

Input texturemaps should be sized as follows:

Image Size (Pixels) Area Size (NWN2 Tiles) Area Size (Mega Tiles)

Code: Select all

640	4	1
768	8	2
896	12	3
1024	16	4
1152	20	5
1280	24	6
1408	28	7
1536	32	8

Google YATT NWN2 for their sourceforge page.

Posted: Thu Dec 20, 2007 5:47 am
by MorbidKate
Finally getting some time again to tinker with the Toolset and specifically YATT. Is it me or is the current 0.9.8 version not compatible with the NWN2 1.11 patch? If not, is there an eta on when a working version of YATT is coming??

TIA

Kate

Posted: Sat Jan 12, 2008 10:26 am
by peterdin
perhaps you found it already via the nwn bioware forums, but I've re-compiled the latest Yatt version and uploaded it here http://files.filefront.com/YATTdll/;938 ... einfo.html

btw: latest version of YATT has an option to scale the maps, so you dont have to bother with it anymore.

Posted: Sat Jan 12, 2008 1:25 pm
by darrenhfx
Nice, scaling has been my bugbear, to date.

Posted: Sat Jan 19, 2008 7:42 am
by MorbidKate
Thanks for the info Peterdin.

I see that a new version of YATT is available from their website dated January 19th that works with the latest NWN2 patch. It's v0.9.9.34493

Posted: Sat Jan 26, 2008 2:06 pm
by peterdin
if anyone needs help in converting a map into an area/textures, please let me know.

I could lend a hand there.

Posted: Mon May 05, 2008 6:09 pm
by MorbidKate
I'm having trouble getting YATT to load and get this error when I start the Toolset under Vista:

Image

I downloaded the most recent 0.9.9.0 version that's on Sourceforge.net and dropped it into the plugins folder like I had before. It worked under Vista as well but I'm wondering if YATT is no longer compatible with the latest NWN2 patch?

Help please :?

Kate

Posted: Wed May 21, 2008 2:37 am
by MorbidKate
*Bump*

Anyone have a working copy of the YATT plugin that actually works with the latest NWN2 patch?? The 0.9.9 version off Sourceforge doesn't work and judging from the YATT forums, the plugin is no longer supported.

Help?

Kate

Posted: Wed May 21, 2008 2:44 pm
by darrenhfx
http://files.filefront.com/YATT1295zip/ ... einfo.html

This is the update for 1.12, I haven't tried it myself though.

Posted: Wed May 21, 2008 6:35 pm
by MorbidKate
darrenhfx wrote:http://files.filefront.com/YATT1295zip/ ... einfo.html

This is the update for 1.12, I haven't tried it myself though.
Woot!

It works :)

Thank you very much Darren!!

Posted: Wed May 21, 2008 9:09 pm
by Curmudgeon
:D

I've been looking for this patch also.

Thanks for the link.

Posted: Thu May 22, 2008 12:03 am
by ElCadaver
does anyone have a list of all the plugins that work with the latest patch?