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Will Weidu-Ninja SConrad please step forward


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#21 Yovaneth

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Posted 28 October 2005 - 01:34 AM

*bump* Just for when you have a wee bit o' time, Seb (if I'm lucky! :D )

-Y-

#22 SConrad

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Posted 04 December 2005 - 02:34 PM

Hey again, sorry for taking so long.

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?

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#23 Yovaneth

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Posted 05 December 2005 - 05:14 AM

Alright, does this make any sense whatsoever?

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.

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-

#24 SConrad

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    I swear to drunk I'm not God

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Posted 17 December 2005 - 05:22 PM

Just a slight bump to tell you that I haven't forgotten about this; I was in fact working on an entirely different solution to the problem earlier today. Where that leads, however, is unknown, but if it works, it'll certainly be much, much easier to do it. ;)

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#25 Yovaneth

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Posted 18 December 2005 - 04:10 AM

Much appreciated, Seb. I've just finished creating another area (you've probably seen the thread about the Cloud Peaks up in Delusions) and I'm having -erm- 'interesting problems' trying to figure out how to create night .wed overlays ATM.

-Y-

#26 SConrad

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    I swear to drunk I'm not God

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Posted 18 December 2005 - 04:18 AM

Ah, I see...

Well, I can't help you there. I'm quite confident you know more about area creation than I do. ;)

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#27 Yovaneth

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    The newly-appointed Master Builder of Baldur's Gate

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Posted 18 December 2005 - 04:43 PM

:P Figured it - and I wasn't at all happy with the solution because it means that I have to redo the wed files for my main area from scratch. It's a big ***! area too - maximum size allowed in the IE - and absolutely loaded with wall polygons (fifty-something), doors (around eighteen - twenty) and overlays (four - including one really huge one with almost seven hundred vertices in it) <sigh>. Ah well - it's all now written up in the DLTCEP tutorials, along with a strong warning about what NOT to do! :blink:

-Y-

#28 jastey

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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!

#29 Yovaneth

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Posted 31 January 2006 - 09:08 AM

I'm still waiting for Seb to pull the proverbial finger out :D :D . He did say he thought he'd figured out another way of doing it, as the current method requires you start a new game, but I haven't pushed him since because it isn't a show-stopper for me (yet). Hopefully he'll see this thread has started up again..... :blink:

-Y-

#30 SConrad

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Posted 31 January 2006 - 09:13 AM

Oh, sh*t.

Slipped my mind. Added to todo-list, swamped with other stuff atm.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#31 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

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Posted 01 February 2006 - 01:45 AM

Oh, sh*t.

Slipped my mind. Added to todo-list, swamped with other stuff atm.

:lol: :lol: :lol: :lol: I'm still in no rush.

-Y-

#32 SConrad

SConrad

    I swear to drunk I'm not God

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Posted 01 February 2006 - 03:49 AM

I've just been overloaded with tons of other stuff, among them a new job which has taken a lot of energy lately. I'll get around to this, as well as the stuff in the other thread in this forum as soon as possible.

Sorry.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner