Sticz

Posted 30 June 2006 - 07:40 AM
Posted 30 June 2006 - 04:43 PM
I'm looking into getting into adding areas. I know there is a lot of scripting and such with this, is there a really good example of, say, one area added to the map with perhaps a couple of lesser areas off of it? I know getting them to link to other areas on the map takes some scripting/coding. I'm looking for a template, any suggestions?
Sticz
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard
Posted 01 July 2006 - 04:16 PM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
Posted 01 July 2006 - 05:21 PM
Not difficult at all. However, compatibility is an issue. If you want players to use other mods that also add to the Worldmap, you will need to verify that your new area isn't going to overlay other areas or cause other problems.
You might want to look at the WorldMap mod that Yacomo started for BGT/BP. This is a larger map than what comes standard with the game. It includes areas from BG1 (with DSotSC and NTotSC areas) and all the areas from TDD, CtB, and SoS for BG2.
The next version of the map, version 6 has special scripting to see which mods you have installed and adds those areas to the Worldmap without having to install all of the Worldmap areas.
You'll find this map on TheWizard's site and I think it is here on Spellhold as well.
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard
Posted 02 July 2006 - 04:28 AM
Posted 02 July 2006 - 05:03 AM
'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
Posted 02 July 2006 - 05:08 AM
I know Seb was working on a solution but because I wasn't in a rush, I haven't followed up on it. Must poke him about that....
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
Posted 03 July 2006 - 03:37 AM
Posted 07 July 2006 - 08:39 AM
I could use the code. If nothing else to add one of the existing areas in the game (small teeth's pass) to the map prior to its usual introduction. I have tried adding it with scripting, but it ends up being unreachable. Please let me know what code I need, thanks!
Sticz
Posted 09 July 2006 - 02:57 AM
//************************************************** //Modify the slums to accept new entrances and exits //************************************************** //Ceinwen's house COPY_EXISTING ~ar0400.are~ ~override~ // We start by reading offsets and numbers but don't actually do anything with these READ_SHORT 0x5a "trig_num" READ_LONG 0x5c "trig_off" READ_LONG 0x60 "spawn_off" READ_LONG 0x68 "ent_off" READ_SHORT 0x6c "ent_num" READ_LONG 0x70 "cont_off" READ_LONG 0x78 "item_off" READ_LONG 0x7c "vert_off" READ_SHORT 0x80 "vert_num" READ_LONG 0x84 "amb_off" READ_LONG 0x88 "var_off" READ_LONG 0xa0 "bmp_off" READ_LONG 0xa8 "door_off" READ_LONG 0xb0 "anim_off" READ_LONG 0xb8 "tiled_off" READ_LONG 0xbc "song_off" READ_LONG 0xc0 "rest_off" READ_LONG 0xc4 "note_off" INSERT_BYTES ("%vert_off%" + ("%vert_num%" * 0x4) ) 0x10 // Add 4 vertices to specify the position of the entrance, working anti-clockwise //Top right x & y WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) ) 2844 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0x2) 2963 //Top left x & y WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0x4) 2776 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0x6) 2998 //Bottom left x & y WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0x8) 2776 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0xa) 3050 //Bottom right x & y WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0xc) 2843 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 0x4) + 0xe) 3021 // Now, we add a new entrance. Yippie! INSERT_BYTES ("%ent_off%" + ("%ent_num%" * 0x68) ) 0x68 WRITE_ASCII ("%ent_off%" + ("%ent_num%" * 0x68) ) ~Exitys0310~ // Name of the new entrance WRITE_SHORT ("%ent_off%" + ("%ent_num%" * 0x68) + 0x20) 2889 // Location: X WRITE_SHORT ("%ent_off%" + ("%ent_num%" * 0x68) + 0x22) 3038 // Location: Y WRITE_SHORT ("%ent_off%" + ("%ent_num%" * 0x68) + 0x24) 12 // Directional facing // First, we insert the new trigger by adding 196 bytes at a specific location in the file, then we patch it :) INSERT_BYTES ("%trig_off%" + ("%trig_num%" * 0xc4) ) 0xc4 WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) ) ~Travys0310~ // Name of the new trigger WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x20) 0x02 // Which trigger type? 2= Travel //Bounding box: should be x,y,dx,dy of the entance specified above WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x22) 2776 // Bounding box x WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x24) 2963 // Bounding box y WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x26) 2844 // Bounding box dx WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x28) 3050 // Bounding box dy WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x2a) 0x04 // Number of vertices = 4 WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x2c) "%vert_num%" // First vertex index WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x34) 0x2a // Cursor index 2a=28 WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x38) ~ys0310~ // Destination area WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x40) ~Exitar0400~ // Exit point WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x60) 0x04 // Flags SAY ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x64) #-1 // Trigger Text // Code wrapup - need to adjust numbers of vertices and triggers and adjust offsets WRITE_SHORT 0x80 ("%vert_num%" + 0x04) // Four new vertices WRITE_SHORT 0x5a ("%trig_num%" + 0x01) // One new trigger WRITE_SHORT 0x6c ("%ent_num%" + 0x01) // One new entrance // Remember that even if the offset-fields are listed in one certain order, the offsets aren't SET "adj" = 0xc4 WRITE_LONG 0x60 ("%spawn_off%" + "%adj%") WRITE_LONG 0x68 ("%ent_off%" + "%adj%") SET "adj" = (0xc4 + 0x68) WRITE_LONG 0x70 ("%cont_off%" + "%adj%") WRITE_LONG 0x78 ("%item_off%" + "%adj%") WRITE_LONG 0x7c ("%vert_off%" + "%adj%") WRITE_LONG 0x84 ("%amb_off%" + "%adj%") WRITE_LONG 0x88 ("%var_off%" + "%adj%") WRITE_LONG 0xa8 ("%door_off%" + "%adj%") WRITE_LONG 0xb8 ("%tiled_off%" + "%adj%") SET "adj" = (0xc4 + 0x68 + 0x10) WRITE_LONG 0xa0 ("%bmp_off%" + "%adj%") WRITE_LONG 0xb0 ("%anim_off%" + "%adj%") WRITE_LONG 0xbc ("%song_off%" + "%adj%") WRITE_LONG 0xc0 ("%rest_off%" + "%adj%") WRITE_LONG 0xc4 ("%note_off%" + "%adj%") BUT_ONLY_IF_IT_CHANGES
'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
Posted 09 July 2006 - 05:04 AM
as Vlad says, you can code it in WeiDU and modify the .2DA files to suit but I have to confess, I could never get that method to work successfully. Has to be finger-trouble somewhere here, I guess.
Visit the IESDP
Posted 09 July 2006 - 04:03 PM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
Posted 09 July 2006 - 06:08 PM
If you want to create a simple, new area, use IETME. It is easier than DLTCEP. However, at some point, you will want the full features that DLTCEP offers over IETME. You can use IETME now to look over areas and see how the travel regions and entrances work together.
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard
Posted 10 July 2006 - 01:56 PM
Posted 10 July 2006 - 03:04 PM
Posted 10 July 2006 - 03:17 PM
First of all, I'll tell you what I'm working with. I wanted to add the AR0500 from BG1 to the big vacant area between Windspear and Amn. I tried a severely dumbed down version of the area (no other areas, no doors, no spawns, etc.) just to get the area on the map and be able to travel back and fourth to it.
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard
Posted 10 July 2006 - 03:20 PM
Posted 11 July 2006 - 07:26 AM
That's the template I'm using..... it won't show the area without starting a new game. Give me a while and I'll upload a commented version of it as used for one of my new areas.I think I was aiming at about 1100, 300. The coordinates can be fudged, I just want to see it on the map and then I'll start tweaking.
Sticz
'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
Posted 11 July 2006 - 03:05 PM
Posted 11 July 2006 - 05:47 PM
I think I was aiming at about 1100, 300. The coordinates can be fudged, I just want to see it on the map and then I'll start tweaking.
Sticz
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard