Determining an area number?
#1
Posted 11 July 2009 - 07:12 PM
I am trying to get to an area that isn't well documented. It doesn't appear on the world map unfortunately, but the worldmap.tra gives me a value:
@NT_783003
which I can also find in map_mods_trans.tra.
How do I find out which AR number it is?
Thanks in advance,
Vandervecken
#2
Posted 12 July 2009 - 12:53 AM
#4
Posted 12 July 2009 - 01:16 PM
Open the file "BP-BGT_Worldmap\Revised\TBL\new_map_mods_areas.tbl", or "new_map_mods_areas_NTotSC.tbl" specifically for NTotSC, to find the match between the name of the area (@NTxxx) and the actual area code.
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood"
no area codes.
#5
Posted 12 July 2009 - 09:17 PM
You can reach the area by travelling north out of the Wood of the Dead near the stream, similar to the Cloakwood Druid area.Open the file "BP-BGT_Worldmap\Revised\TBL\new_map_mods_areas.tbl", or "new_map_mods_areas_NTotSC.tbl" specifically for NTotSC, to find the match between the name of the area (@NTxxx) and the actual area code.
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood"
no area codes.
It takes a village...
#6
Posted 13 July 2009 - 12:12 AM
You can reach the area by travelling north out of the Wood of the Dead near the stream, similar to the Cloakwood Druid area.Open the file "BP-BGT_Worldmap\Revised\TBL\new_map_mods_areas.tbl", or "new_map_mods_areas_NTotSC.tbl" specifically for NTotSC, to find the match between the name of the area (@NTxxx) and the actual area code.
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood"
no area codes.
I did try that, it just sent me to the world map where the North Wood wasn't showing. Only after I CLUAed to the area did it appear on the map.
#7
Posted 13 July 2009 - 12:27 AM
If you open the file I mentionned (with notepad or any other text editor), you should read something like this (for the NTotSC part):Open the file "BP-BGT_Worldmap\Revised\TBL\new_map_mods_areas.tbl", or "new_map_mods_areas_NTotSC.tbl" specifically for NTotSC, to find the match between the name of the area (@NTxxx) and the actual area code.
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood"
no area codes.
The area code is likely to be the name at the beginning of each line. At least it is true for some other mods (TDD, DSotSC).//NTotSC New Areas Table
SHORT_NAME CONTENT LONG_NAME FLAGS BAM_ANIM X_POS Y_POS NAME TOOLTIP LOAD_IM
AR20PB AR20PB AR20PB 4 62 1010 1425 @NT_783001 @NT_783001 N //Northern Coast
AR10PB AR10PB AR10PB 4 73 1505 1325 @NT_783002 @NT_783002 N //Field of the Dead
AR40PB AR40PB AR40PB 2 74 2085 1295 @NT_783003 @NT_783003 N //Elven Wood
AR01PB AR01PB AR01PB 4 40 1660 1723 @NT_783004 @NT_783004 N //Wood of the Dead
AR30PB AR30PB AR30PB 4 46 2675 1500 @NT_783005 @NT_783005 N //Northern Citadel
AR60PB AR60PB AR60PB 4 49 2460 2185 @NT_783006 @NT_783006 N //Temple of the Black Hand
AR9PBA AR9PBA AR9PBA 4 62 1050 2350 @NT_783007 @NT_783007 N //Sirene's Island
If you only get the kind of text you mentionned, you may be reading the file with the same name but a ".tra" extension instead, located in the "english" sub-directory (or other language).
#8
Posted 13 July 2009 - 12:43 AM
If you open the file I mentionned (with notepad or any other text editor), you should read something like this (for the NTotSC part):Open the file "BP-BGT_Worldmap\Revised\TBL\new_map_mods_areas.tbl", or "new_map_mods_areas_NTotSC.tbl" specifically for NTotSC, to find the match between the name of the area (@NTxxx) and the actual area code.
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood"
no area codes.The area code is likely to be the name at the beginning of each line. At least it is true for some other mods (TDD, DSotSC).//NTotSC New Areas Table
SHORT_NAME CONTENT LONG_NAME FLAGS BAM_ANIM X_POS Y_POS NAME TOOLTIP LOAD_IM
AR20PB AR20PB AR20PB 4 62 1010 1425 @NT_783001 @NT_783001 N //Northern Coast
AR10PB AR10PB AR10PB 4 73 1505 1325 @NT_783002 @NT_783002 N //Field of the Dead
AR40PB AR40PB AR40PB 2 74 2085 1295 @NT_783003 @NT_783003 N //Elven Wood
AR01PB AR01PB AR01PB 4 40 1660 1723 @NT_783004 @NT_783004 N //Wood of the Dead
AR30PB AR30PB AR30PB 4 46 2675 1500 @NT_783005 @NT_783005 N //Northern Citadel
AR60PB AR60PB AR60PB 4 49 2460 2185 @NT_783006 @NT_783006 N //Temple of the Black Hand
AR9PBA AR9PBA AR9PBA 4 62 1050 2350 @NT_783007 @NT_783007 N //Sirene's Island
If you only get the kind of text you mentionned, you may be reading the file with the same name but a ".tra" extension instead, located in the "english" sub-directory (or other language).
Ok, I have the .tra file. I do not have the NTotSC.tbl file. There is nothing in BP-BGT_Worldmap\Revised\TBL\ except language subdirectories.
Though I do have new_map_mods_areas.tbl, it is in BGII - SoA\BP-BGT_Worldmap\Backup, and it is empty.
#9
Posted 13 July 2009 - 01:40 AM
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood" no area codes.
Hmm, could the area code be AR40PB? I just wonder, and you should try.AR40PB AR40PB AR40PB 2 74 2085 1295 @NT_783003 @NT_783003 N //Elven Wood
Deactivated account. The user today is known as The Imp.
#10
Posted 13 July 2009 - 02:29 AM
When I open it in notepad it has lines like:
@NT_783003 = "Elven###Wood" no area codes.Hmm, could the area code be AR40PB? I just wonder, and you should try.AR40PB AR40PB AR40PB 2 74 2085 1295 @NT_783003 @NT_783003 N //Elven Wood
Yes, I believe that was it, but how come I don't have the file?
#11
Posted 13 July 2009 - 10:42 AM
I'm quite sure you have it, otherwise I assume the mod would refuse to install. In the worst case, you just have to extract again the Worldmap mod in another directory, and you'll find the files I was refering to. I have no idea why they are not in your directory. Possibly it has something to do with your choice of mods.Yes, I believe that was it, but how come I don't have the file?
In my test installation, I have very few mods installed (basically I'm checking the French translation I was working on). Actually only BGT, in regard to the worldmap. After installation of Worldmap, I still have all the tbl files in the BP-BGT_Worldmap\Revised\TBL directory. The new_map_mods_areas.tbl file has indeed been modified at installation time, however it was only for adding things in it (lines regarding BGT areas), not emptying it!
I don't know whether the absence of the tbl files is likely to explain the problem in game, though.
#13
Posted 13 July 2009 - 01:04 PM
Well, did you perhaps use Generalized_Biffing to Biff your override folder? So it's in the data folders .bif file.Yes, I believe that was it, but how come I don't have the file?
I did do Generalized Biffing, as it said this would speed up access. How do I get this info from the appropriate .bif file (and which is the appropriate one?)
#14
Posted 13 July 2009 - 01:20 PM
Well, if you wish to look at the files, you need to open the game with the Near Infinity(use the latest... v1.33b19), or other IE moding tools, the NI should be very clear though.I did do Generalized Biffing, as it said this would speed up access. How do I get this info from the appropriate .bif file (and which is the appropriate one?)
Edited by Jarno Mikkola, 13 July 2009 - 01:21 PM.
Deactivated account. The user today is known as The Imp.
#15
Posted 13 July 2009 - 02:57 PM
The end result (in the game) of the TBL files is the modified WORLDMAP.WMP file. This one can be viewed with Near Infinity, provided you use one of the .bat file provided with the Worldmap mod (NearInfinity Patch directory) in order to run it. Otherwise the Java engine will run out of memory and will be unable to display the map (due to huge increase in size of the worldmap).
In any case, finding the match between the area name and the area code can be tricky with the WORLDMAP.WMP file.
You'd probably find it easier to use the TBL file (and tra file) you can find in the Worldmap mod, provided you follow my previous suggestion (extract again the mod somewhere else and look at the files there).
I would very much surprised if the biffing process involved removing or emptying the TBL files in the mod directory. This seems completely in contradiction with the ability to uninstall and install again the mod without having to extract again the files from the archive.
I have no experience of mega-installation (and biffing), so I may be completely wrong, though.
#16
Posted 13 July 2009 - 03:24 PM
No IE editing tool will allow you to watch TBL files. TBL files are specific to the worldmap editing, whether in mods or in the Worldmap mod itself. They are part of the installation process and do not appear in game as such. For instance Near Infinity will not show them in its file explorer.
The end result (in the game) of the TBL files is the modified WORLDMAP.WMP file. This one can be viewed with Near Infinity, provided you use one of the .bat file provided with the Worldmap mod (NearInfinity Patch directory) in order to run it. Otherwise the Java engine will run out of memory and will be unable to display the map (due to huge increase in size of the worldmap).
In any case, finding the match between the area name and the area code can be tricky with the WORLDMAP.WMP file.
You'd probably find it easier to use the TBL file (and tra file) you can find in the Worldmap mod, provided you follow my previous suggestion (extract again the mod somewhere else and look at the files there).
I would very much surprised if the biffing process involved removing or emptying the TBL files in the mod directory. This seems completely in contradiction with the ability to uninstall and install again the mod without having to extract again the files from the archive.
I have no experience of mega-installation (and biffing), so I may be completely wrong, though.
There is a Big World clean up utility, that is used to save space. It deletes about 2GB worth of files. It deletes all files except:
*.txt *.doc *.html *.htm *.pdf *.rtf *.tp? *.tra in a set of mod directories.
#17
Posted 13 July 2009 - 04:44 PM
Well that would be the issue then. Under no circumstances do you want to delete any files or folders from the BP-BGT_Worldmap directory. Many of the files are used to build and rebuild the map as it is being processed, and you can't uninstall either.No IE editing tool will allow you to watch TBL files. TBL files are specific to the worldmap editing, whether in mods or in the Worldmap mod itself. They are part of the installation process and do not appear in game as such. For instance Near Infinity will not show them in its file explorer.
The end result (in the game) of the TBL files is the modified WORLDMAP.WMP file. This one can be viewed with Near Infinity, provided you use one of the .bat file provided with the Worldmap mod (NearInfinity Patch directory) in order to run it. Otherwise the Java engine will run out of memory and will be unable to display the map (due to huge increase in size of the worldmap).
In any case, finding the match between the area name and the area code can be tricky with the WORLDMAP.WMP file.
You'd probably find it easier to use the TBL file (and tra file) you can find in the Worldmap mod, provided you follow my previous suggestion (extract again the mod somewhere else and look at the files there).
I would very much surprised if the biffing process involved removing or emptying the TBL files in the mod directory. This seems completely in contradiction with the ability to uninstall and install again the mod without having to extract again the files from the archive.
I have no experience of mega-installation (and biffing), so I may be completely wrong, though.
There is a Big World clean up utility, that is used to save space. It deletes about 2GB worth of files. It deletes all files except:
*.txt *.doc *.html *.htm *.pdf *.rtf *.tp? *.tra in a set of mod directories.
If you are interested in learning what the Mod area numbers are look in BGII - SoA/Worldmap/map_mods_areas.tbl
It takes a village...
#18
Posted 14 July 2009 - 12:01 AM
Well that would be the issue then. Under no circumstances do you want to delete any files or folders from the BP-BGT_Worldmap directory. Many of the files are used to build and rebuild the map as it is being processed, and you can't uninstall either.No IE editing tool will allow you to watch TBL files. TBL files are specific to the worldmap editing, whether in mods or in the Worldmap mod itself. They are part of the installation process and do not appear in game as such. For instance Near Infinity will not show them in its file explorer.
The end result (in the game) of the TBL files is the modified WORLDMAP.WMP file. This one can be viewed with Near Infinity, provided you use one of the .bat file provided with the Worldmap mod (NearInfinity Patch directory) in order to run it. Otherwise the Java engine will run out of memory and will be unable to display the map (due to huge increase in size of the worldmap).
In any case, finding the match between the area name and the area code can be tricky with the WORLDMAP.WMP file.
You'd probably find it easier to use the TBL file (and tra file) you can find in the Worldmap mod, provided you follow my previous suggestion (extract again the mod somewhere else and look at the files there).
I would very much surprised if the biffing process involved removing or emptying the TBL files in the mod directory. This seems completely in contradiction with the ability to uninstall and install again the mod without having to extract again the files from the archive.
I have no experience of mega-installation (and biffing), so I may be completely wrong, though.
There is a Big World clean up utility, that is used to save space. It deletes about 2GB worth of files. It deletes all files except:
*.txt *.doc *.html *.htm *.pdf *.rtf *.tp? *.tra in a set of mod directories.
If you are interested in learning what the Mod area numbers are look in BGII - SoA/Worldmap/map_mods_areas.tbl
While the specific case is sorted, I think the takehome is that the BP-BGT directory should be removed from the Big Picture cleanup utility.
Thanks all!