Will Weidu-Ninja SConrad please step forward
#21
Posted 28 October 2005 - 01:34 AM
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#22
Posted 04 December 2005 - 02:34 PM
No quick fix for this, I'm afraid (after looking into it). I'm not 100 % sure, but I think I know what the problem is. However, I will need the entire worldmap code in order to actually try and run it myself, and then looking in NI for possible mistakes. I can't spot any off-hand mistakes in the actual code, so I'm thinking it has to do with the different area-links offsets when adding area links from more than one area, and I'll need the full code to be able to test it.
See, when adding the different links to one area, you have to update the offsets of all following area links to be able to get it working. It's like a list of area links going from here to there with one area link per row, and what we try to do is basically to insert another row somewhere in the middle. That means that we must update all offsets with area links below the ones we've just added, since we've 'pushed down' everything several steps in the list.
I do that with the coding, but I think the problem is that we don't take multiple areas into account. We update the offsets accordingly, yes, but then the 'push down' of the links will be double when adding the next batch of area links from the next area. And here's the problem.
Alright, does this make any sense whatsoever?
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#23
Posted 05 December 2005 - 05:14 AM
Damn, yes it does. I really want to get my head round this properly because I want to add more than one new area but if push comes to shove, I'll settle for just getting this one working correctly.Alright, does this make any sense whatsoever?
To save you searching back through this thread: I want to link Small Teeth Pass to new area entrance Exite and Umar Hills, Trademeet and DeArnise to new area entrance Exitne. This is as far as I got:-
//--------------------------------------------------- //Worldmap //--------------------------------------------------- // Append mastarea.2da with the new area APPEND ~MASTAREA.2da~ ~YSAR01 value~ COPY_EXISTING ~worldmap.wmp~ ~override~ // Read offsets and stuff. READ_LONG 0x30 "area_num" READ_LONG 0x34 "area_off" READ_LONG 0x38 "link_off" READ_LONG 0x3c "link_num" READ_LONG 0xc "map_off" SET "entry" = ("%map_off%" + 0xb8) SET "outer_check" = 0 SET "inner_check" = 0 SET "num_ent" = 0 // New offsets WRITE_LONG 0x30 ("%area_num%" + 1) WRITE_LONG 0x38 ("%link_off%" + 0xf0) WRITE_LONG 0x3c ("%link_num%" + 4) // Add area to worldmap INSERT_BYTES ("%area_off%" + (0xf0 * "%area_num%")) 0xf0 WRITE_ASCII ("%area_off%" + (0xf0 * "%area_num%")) ~YSAR01~ // AR-name WRITE_ASCII ("%area_off%" + 0x08 + (0xf0 * "%area_num%")) ~YSAR01~ // AR-name WRITE_ASCII ("%area_off%" + 0x10 + (0xf0 * "%area_num%")) ~YSAR01~ // AR-name WRITE_LONG ("%area_off%" + 0x34 + (0xf0 * "%area_num%")) 13 // Map icon WRITE_LONG ("%area_off%" + 0x38 + (0xf0 * "%area_num%")) 560 // X coordinate WRITE_LONG ("%area_off%" + 0x3C + (0xf0 * "%area_num%")) 600 // Y coordinate SAY ("%area_off%" + 0x40 + (0xf0 * "%area_num%")) ~Porthpentyrch~ // Name of the area SAY ("%area_off%" + 0x44 + (0xf0 * "%area_num%")) #-1 // Description // Now, we add four area links, all from east WRITE_SHORT ("%area_off%" + 0x50 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First N link WRITE_SHORT ("%area_off%" + 0x58 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First W link WRITE_SHORT ("%area_off%" + 0x60 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First S link WRITE_SHORT ("%area_off%" + 0x68 + (0xf0 * "%area_num%")) ("%link_num%") // First E link WRITE_SHORT ("%area_off%" + 0x6c + (0xf0 * "%area_num%")) 4 // Number of links from E // Add links from Umar Hills to the new area // We'll start by fixing the offsets WHILE ("%outer_check%" = 0) BEGIN READ_ASCII ("%entry%" + 0x8) "area" (2) READ_ASCII ("%entry%" + 0x8) "spec_area" (6) WHILE (("%spec_area%" STRING_COMPARE_CASE "AR1100" = 0) AND ("%inner_check%" = 0)) BEGIN READ_SHORT ("%entry%" + 0x50) "nlink" READ_SHORT ("%entry%" + 0x50 + 0x4) "#nlink" WRITE_SHORT ("%entry%" + 0x50 + 0x4) ("%#nlink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8) "wlink" WRITE_SHORT ("%entry%" + 0x50 + 0x8) ("%wlink%" + 3) READ_SHORT ("%entry%" + 0x50 + 0x8) "wlink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x4) "#wlink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x4) ("%#wlink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) "slink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) ("%slink%" + 2) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) "slink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x4) "#slink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x4) ("%#slink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) ("%elink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8 + 0x4) "#elink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8 + 0x4) ("%#elink%" + 1) SET "inner_check" = 1 END PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN SET "num_ent" = ("%num_ent%" + 1) END ELSE PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" != 0) AND ("%area%" STRING_COMPARE_CASE "G3" != 0)) BEGIN SET "outer_check" = 1 END SET "entry" = ("%entry%" + 0xf0) END // Re-read offsets READ_LONG 0x30 "area_num" READ_LONG 0x38 "link_off" // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%nlink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%nlink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%nlink%")) ~Exitne~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%nlink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%wlink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%wlink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%wlink%")) ~Exitne~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%wlink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%slink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%slink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%slink%")) ~Exite~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%slink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%elink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%elink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%elink%")) ~Exitne~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%elink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Check which link is largest PATCH_IF (("%nlink%" > "%wlink%") AND ("%nlink%" > "%slink%") AND ("%nlink%" > "%elink%")) BEGIN SET "link" = "%nlink%" END PATCH_IF (("%wlink%" > "%nlink%") AND ("%wlink%" > "%slink%") AND ("%wlink%" > "%elink%")) BEGIN SET "link" = "%wlink%" END PATCH_IF (("%slink%" > "%wlink%") AND ("%slink%" > "%nlink%") AND ("%slink%" > "%elink%")) BEGIN SET "link" = "%slink%" END PATCH_IF (("%elink%" > "%wlink%") AND ("%elink%" > "%slink%") AND ("%elink%" > "%nlink%")) BEGIN SET "link" = "%elink%" END // Correct ALL other links after elink // New variables SET "entry" = ("%map_off%" + 0xb8) SET "outer_c" = 0 // Let's WHILE a bit and search for area-links WHILE ("%outer_c%" = 0) BEGIN READ_ASCII ("%entry%" + 0x8) "area" (2) PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN READ_SHORT ("%entry%" + 0x50) "nlink" READ_SHORT ("%entry%" + 0x50 + 0x8) "wlink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) "slink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink" // And if they are larger, let's patch 'em PATCH_IF ("%nlink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50) ("%nlink%" + 4) END PATCH_IF ("%wlink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50 + 0x8) ("%wlink%" + 4) END PATCH_IF ("%slink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) ("%slink%" + 4) END PATCH_IF ("%elink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) ("%elink%" + 4) END END ELSE PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" != 0) AND ("%area%" STRING_COMPARE_CASE "G3" != 0)) BEGIN SET "outer_c" = 1 END SET "entry" = ("%entry%" + 0xf0) END //Trademeet // Now, we add four area links, all from east WRITE_SHORT ("%area_off%" + 0x50 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First N link WRITE_SHORT ("%area_off%" + 0x58 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First W link WRITE_SHORT ("%area_off%" + 0x60 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First S link WRITE_SHORT ("%area_off%" + 0x68 + (0xf0 * "%area_num%")) ("%link_num%") // First E link WRITE_SHORT ("%area_off%" + 0x6c + (0xf0 * "%area_num%")) 4 // Number of links from E // Add links from Umar Hills to the new area // We'll start by fixing the offsets WHILE ("%outer_check%" = 0) BEGIN READ_ASCII ("%entry%" + 0x8) "area" (2) READ_ASCII ("%entry%" + 0x8) "spec_area" (6) WHILE (("%spec_area%" STRING_COMPARE_CASE "AR2000" = 0) AND ("%inner_check%" = 0)) BEGIN READ_SHORT ("%entry%" + 0x50) "nlink" READ_SHORT ("%entry%" + 0x50 + 0x4) "#nlink" WRITE_SHORT ("%entry%" + 0x50 + 0x4) ("%#nlink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8) "wlink" WRITE_SHORT ("%entry%" + 0x50 + 0x8) ("%wlink%" + 3) READ_SHORT ("%entry%" + 0x50 + 0x8) "wlink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x4) "#wlink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x4) ("%#wlink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) "slink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) ("%slink%" + 2) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) "slink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x4) "#slink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x4) ("%#slink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) ("%elink%" + 1) READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8 + 0x4) "#elink" WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8 + 0x4) ("%#elink%" + 1) SET "inner_check" = 1 END PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN SET "num_ent" = ("%num_ent%" + 1) END ELSE PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" != 0) AND ("%area%" STRING_COMPARE_CASE "G3" != 0)) BEGIN SET "outer_check" = 1 END SET "entry" = ("%entry%" + 0xf0) END // Re-read offsets READ_LONG 0x30 "area_num" READ_LONG 0x38 "link_off" // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%nlink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%nlink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%nlink%")) ~Exitne~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%nlink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%wlink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%wlink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%wlink%")) ~Exitne~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%wlink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%slink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%slink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%slink%")) ~Exite~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%slink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to ARSC#A INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%elink%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%elink%")) ("%area_num%" - 1) // Add the last entry WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%elink%")) ~Exitne~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%elink%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Check which link is largest PATCH_IF (("%nlink%" > "%wlink%") AND ("%nlink%" > "%slink%") AND ("%nlink%" > "%elink%")) BEGIN SET "link" = "%nlink%" END PATCH_IF (("%wlink%" > "%nlink%") AND ("%wlink%" > "%slink%") AND ("%wlink%" > "%elink%")) BEGIN SET "link" = "%wlink%" END PATCH_IF (("%slink%" > "%wlink%") AND ("%slink%" > "%nlink%") AND ("%slink%" > "%elink%")) BEGIN SET "link" = "%slink%" END PATCH_IF (("%elink%" > "%wlink%") AND ("%elink%" > "%slink%") AND ("%elink%" > "%nlink%")) BEGIN SET "link" = "%elink%" END // Correct ALL other links after elink // New variables SET "entry" = ("%map_off%" + 0xb8) SET "outer_c" = 0 // Let's WHILE a bit and search for area-links WHILE ("%outer_c%" = 0) BEGIN READ_ASCII ("%entry%" + 0x8) "area" (2) PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN READ_SHORT ("%entry%" + 0x50) "nlink" READ_SHORT ("%entry%" + 0x50 + 0x8) "wlink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) "slink" READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink" // And if they are larger, let's patch 'em PATCH_IF ("%nlink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50) ("%nlink%" + 4) END PATCH_IF ("%wlink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50 + 0x8) ("%wlink%" + 4) END PATCH_IF ("%slink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) ("%slink%" + 4) END PATCH_IF ("%elink%" > "%link%") BEGIN WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) ("%elink%" + 4) END END ELSE PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" != 0) AND ("%area%" STRING_COMPARE_CASE "G3" != 0)) BEGIN SET "outer_c" = 1 END SET "entry" = ("%entry%" + 0xf0) END // Add four new links from the new area // Re-read offsets READ_LONG 0x38 "link_off" READ_LONG 0x3c "link_num" // New offset WRITE_LONG 0x3c ("%link_num%" + 4) // Add link to City Gates INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%link_num%")) 11 // City Gates WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitNE~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to Umar Hills INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%link_num%")) 7 // Umar Hills WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitNW~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to Trademeet INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%link_num%")) 14 // Trademeet WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitNW~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here // Add link to de'Arnise Hold INSERT_BYTES ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8 WRITE_LONG ("%link_off%" + (0xd8 * "%link_num%")) 9 // de'Arnise WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitSE~ // Entrance WRITE_LONG ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown // If you want to add random encounters, travelling time, do so here BUT_ONLY_IF_IT_CHANGES
Some heavy commenting on a 'fixed' version would be very much appreciated, if only because I wouldn't need to bug you again when adding another area!
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#24
Posted 17 December 2005 - 05:22 PM
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#25
Posted 18 December 2005 - 04:10 AM
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#26
Posted 18 December 2005 - 04:18 AM
Well, I can't help you there. I'm quite confident you know more about area creation than I do.
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#27
Posted 18 December 2005 - 04:43 PM
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#28
Posted 31 January 2006 - 08:21 AM
I downloaded your weidu template
Is this template somewhere available for download? I looked into the tutorials section but did not find a tutorial / template that tells how to add areas to the worldmap in a compatible way. I would very much appreciate a link for this!
My Own: Ajantis BG1 Expansion Modification -- Sir Ajantis for BGII -- Ajantis Portrait Pack -- Another fine Hell -- Brage's Redemption -- BGQE at Gibberlings 3 / BGQE at Kerzenburgforum -- Brandock the Mage -- Endless BG1 -- Grey The Dog NPC -- Imoen 4 Ever -- Imoen Is Stone -- Jastey's SoD TweakPack -- Road to Discovery (SoD) -- Solaufein's Rescue - jastey's Solaufein NPC Mod -- The Boareskyr Bridge Scene (SoD)
Contributions: Adalon's Blood (Silberdrachenblutmod) -- Alternatives -- Ascalon's Questpack -- Ascalon's Breagar NPC -- Balduran's Seatower -- BG1 NPC Project -- BG1 Romantic Encounters -- Corthala Romantique -- Edwin Romance -- Fading Promises -- Gavin BG1 --Hidden Adventures -- Imoen Can Die -- Keldorn Romance (berelinde's) -- Lure of Sirine's Call -- NTotSC -- Romantic Encounters (BGII)
Avatar by Rabain
#29
Posted 31 January 2006 - 09:08 AM
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#30
Posted 31 January 2006 - 09:13 AM
Slipped my mind. Added to todo-list, swamped with other stuff atm.
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#31
Posted 01 February 2006 - 01:45 AM
I'm still in no rush.Oh, sh*t.
Slipped my mind. Added to todo-list, swamped with other stuff atm.
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#32
Posted 01 February 2006 - 03:49 AM
Sorry.
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner