YATT Help Desk
YATT Help Desk
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??
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??
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
From the YATT forum;
Teric
Sorry, don't use Super Areas myself - I work from a big heightmap and crop 1 area at a time from that.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.
Teric
awesome!! thanks mate.. I tried about 30 different mathematical equations to make it work..
Thanks for saving my sanity for another few days
Thanks for saving my sanity for another few days
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
Input heightmaps and colourmaps should be sized as follows:
Image Size (Pixels) Area Size (NWN2 Tiles) Area Size (Mega Tiles)
Input texturemaps should be sized as follows:
Image Size (Pixels) Area Size (NWN2 Tiles) Area Size (Mega Tiles)
Google YATT NWN2 for their sourceforge page.
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.
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- Dungeon Master
- Posts: 1627
- Joined: Thu Aug 12, 2004 10:45 pm
- Location: GMT -5 (EST)
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
TIA
Kate
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
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.
btw: latest version of YATT has an option to scale the maps, so you dont have to bother with it anymore.
A.K.A Pee Dee
past PC: Maha Tari, aka. Alinia Mountain curiousity killed the cat
All those moments, lost in time.
Like tears in the rain.
Time to die.
past PC: Maha Tari, aka. Alinia Mountain curiousity killed the cat
All those moments, lost in time.
Like tears in the rain.
Time to die.
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- Dungeon Master
- Posts: 1627
- Joined: Thu Aug 12, 2004 10:45 pm
- Location: GMT -5 (EST)
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
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
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
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- Dungeon Master
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- Joined: Thu Aug 12, 2004 10:45 pm
- Location: GMT -5 (EST)
I'm having trouble getting YATT to load and get this error when I start the Toolset under Vista:

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

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
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
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- Dungeon Master
- Posts: 1627
- Joined: Thu Aug 12, 2004 10:45 pm
- Location: GMT -5 (EST)
*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
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
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
- darrenhfx
- Beholder
- Posts: 1982
- Joined: Fri Jul 30, 2004 5:35 pm
- Location: Halifax, Canada GMT -4 (AST)
http://files.filefront.com/YATT1295zip/ ... einfo.html
This is the update for 1.12, I haven't tried it myself though.
This is the update for 1.12, I haven't tried it myself though.
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- Dungeon Master
- Posts: 1627
- Joined: Thu Aug 12, 2004 10:45 pm
- Location: GMT -5 (EST)
Woot!darrenhfx wrote:http://files.filefront.com/YATT1295zip/ ... einfo.html
This is the update for 1.12, I haven't tried it myself though.
It works

Thank you very much Darren!!
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
- Curmudgeon
- Gadfly
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- Location: East coast US