DRAKHYSYS INFINITY TILESET WORKBENCH V4.5
WED WALL / OCCLUSION EDITOR

NEW TAB
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WED WALL / OCCLUSION EDITOR

PURPOSE
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The SR.BMP editor controls where creatures may walk. The WED wall editor controls
wall/cover geometry used by the Infinity Engine for wall groups, occlusion and
character dithering behind scenery.

SUPPORTED SAFE WORKFLOW
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V4.5 wall export is intentionally limited to the one-overlay, no-WED-door custom
areas created by this Workbench. This matches the DR0001/DR0002/DR0003-style custom
maps currently under development.

1. Load the custom AREA.WED.
2. Load AREA_PREVIEW.png or the exact area image as a visual reference.
3. Left-click points around a wall, pillar or other tall occluding object.
4. Click FINISH POLYGON.
5. Repeat for all walls.
6. Choose the active override directory.
7. Export the WED.
8. Keep the matching ARE/TIS/PVRZ and SR.BMP together while testing.

WALL GROUPS
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The editor automatically rebuilds WED wall groups. One engine wall group covers
640 x 480 area pixels (10 x 7.5 64-pixel tiles). A polygon crossing a wall-group
boundary is referenced by every group it touches.

FLAGS / HEIGHT
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Flags 0 is a normal wall polygon. Bit 0 / value 1 enables Shade Wall.
Height 255 matches many stock BG2 wall polygons. Raw values remain editable for
advanced testing.

DOORS
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A fully interactive Infinity Engine door is not only a WED polygon. It requires:
- a WED door record,
- open/closed WED polygon state geometry,
- door tile-cell references / alternate tile states,
- and a matching ARE Door object with the same door ID.

V4.5 deliberately does not create half-configured doors because those can corrupt
or crash an area. To add synchronized door authoring safely, provide one known-
working BG2EE WED + matching ARE pair that contains an actual door. The editor can
then be extended using that pair as a binary reference.

UNCHANGED
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- Quick Create ARE/WED/TIS/PVRZ/MOS/HT/LM/SR export
- Clone / Keep Source workflow
- Walkability / SR.BMP editor
- MOS full-area export
- BS/BCS + CHR/CRE resource tools
