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A New Map area


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#21 Sir BillyBob

Sir BillyBob
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Posted 12 July 2006 - 03:23 PM

IETME was a TeamBG utility. You can still find it at Clan dlan:

http://teambg.clandlan.net/

Open your area with this. One of the menu options is "Worldmap" Click on "Add Area to Worldmap". This will open a new window that displays the map. You can then drag your new area (it will default to the icon of the Promenade) to the location you want it at. From there, edit the icon's info: Entrances, Links and hours to other nearby locations, etc.). Like at some of the other areas to get an idea on how this is done.

DLTCEP allows you to look at the BAM file which houses all of the map icons (MAPICONS.BAM). You will need BAMWorkshop or some other tool to edit the individual frames of the BAM. At this point, you are past my skill set. I still have to create some map icons myself.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#22 Sticz

Sticz

    Monkey - In the time of Chimpanzees

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Posted 12 July 2006 - 03:40 PM

Duly noted. Thanks! I will add this info to my growing text document and hopefully get these pieces sorted into something I can understand!

Much appreciated,

Sticz
"For a crazy person, you don't drool much." Complement from Dilbert's Wally.

#23 -Guest-

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Posted 14 July 2006 - 06:54 PM

Are there any mods that add just a few areas to the map? I remember a couple of mods out there, but I have no clue what they are. Rather than just downloading a bunch of stuff and plowing through it like and IRS audit, are there any good mods that snag areas from BG1 and make decent use of them without taking [i]all[i] of them?

I need something in WeiDu that I can pick appart and see how it fits together.


Sticz :huh:

#24 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

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Posted 16 July 2006 - 11:24 AM

Hi Sticz

Sorry for the delay; I'm currently working stupid times i.e. around 90 hours a week and finding very little time to mod. This is the commented code I have but I'm not that sure it's going to be of much use to you. Part of the problem is that I don't fully understand the quadrant method of dividing the worldmap and so which default areas fall into which quadrant.

//---------------------------------------------------
//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 from mapicons.bam
   WRITE_LONG  ("%area_off%" + 0x38 + (0xf0 * "%area_num%")) 560 // X coordinate on the worldmap
   WRITE_LONG  ("%area_off%" + 0x3C + (0xf0 * "%area_num%")) 600 // Y coordinate on the worldmap
   SAY		 ("%area_off%" + 0x40 + (0xf0 * "%area_num%")) ~Porthpentyrch~ // Name of the new area
   SAY		 ("%area_off%" + 0x44 + (0xf0 * "%area_num%")) #-1 // Description (taken from the name above)

   // Now, we add four area links, all from the eastern map quadrant
   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
//Search for default and G3 (Gibberlings 3) area names
   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 1 to YSAR01
 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 2 to YSAR01
 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 3 to YSAR01
 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 4 to YSAR01
 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

// Now, we add four area links, all from the east map quadrant
   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 YSAR01
 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 YSAR01
 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 YSAR01
 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 YSAR01
 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

-Y-

#25 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 16 July 2006 - 05:44 PM

Examples of modifying an ARE file with Weidu can be found in DSotSC, NTotSC, CtB, TDD, BP, DoS, and the list goes on. Just look at the TP2 files to see how each one modifies areas.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#26 Sticz

Sticz

    Monkey - In the time of Chimpanzees

  • Member
  • 385 posts

Posted 16 July 2006 - 07:52 PM

I'm going to try and tear appart S.O.S., rather large, but I think it will suit my purposes. I hope to be able to atleast play with some of the areas it adds, change a few things arround and get the idea of how it opperates.

With the posts on this, I hope to copy a few examples and cross reference for an idea as to what I am doing...

We will see! :blink:

Sticz
"For a crazy person, you don't drool much." Complement from Dilbert's Wally.