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Proof/concept: new areas for Ps:T?


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#1 Factor of Aratron

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Posted 03 August 2009 - 09:53 AM

What I need to know is, is it currently possible to make new areas for Planescape: Torment and have them function within the game? Research says it's possible for other IE games, but thusfar I've found no new areas for PsT specifically.

So, are there any, even a simple demonstration such as a portal added to the mortuary dissection room that leads to a plain grey cube?

My thanks to anyone who can provide some answers on why I can't seem to find anything.

#2 Cuv

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Posted 03 August 2009 - 10:11 AM

What I need to know is, is it currently possible to make new areas for Planescape: Torment and have them function within the game? Research says it's possible for other IE games, but thusfar I've found no new areas for PsT specifically.

So, are there any, even a simple demonstration such as a portal added to the mortuary dissection room that leads to a plain grey cube?

My thanks to anyone who can provide some answers on why I can't seem to find anything.


Yes, it is possible and not too hard once you are familiar with the needed tools. All the infinity games function pretty much the same with regard to area structure. PST areas can be ported directly into BGII with minor modification, so I would have to say that the reverse is also true... although I haven't tried it in the reverse. To my knowledge, nobody has made any new areas specifically for PST... but several have borrowed from PST for BGII.

Areas are linked and indexed a bit differently in PST... so you would have to do the research on how to make that work.

List of tools you will need:

DLTCEP (or IETME if you are old school)
Near Infinity (for tweaks and detailed file modifications)
WeiDU
Photo manipulation program (ie: Photoshop) for the raw Bitmap area image to convert.
IE knowledge and patience

Cuv

#3 Factor of Aratron

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Posted 03 August 2009 - 10:56 AM

You mention DLTCEP-- will this program work with Windows 98? I'm stuck with an older comptuer at the moment.

#4 Tassadar88

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Posted 03 August 2009 - 11:48 AM

CUV, you are alive! good to see you around man :)


@ OP: AFAIK, yes, DLTCEP does work under 98.
The Mind is its own place and in itself - can make a Heaven of Hell, a Hell of Heaven. -John Milton, Paradise lost

#5 Qwinn

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Posted 03 August 2009 - 02:03 PM

Yep, entirely possible. I created a couple of new areas for the dream sequences in the Expanded Deionarra's Truth mod. Of course they were just modified copies of existing areas, but still, that counts I'd think.

Qwinn

Edited by Qwinn, 03 August 2009 - 02:05 PM.


#6 Cuv

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Posted 05 August 2009 - 11:18 AM

CUV, you are alive! good to see you around man :)


@ OP: AFAIK, yes, DLTCEP does work under 98.


Heya Tass... yep, kinda alive. More like Undead 8) Still lurking, but little time right now to do much. Waiting for DA like everyone else.
Hiya Qwinn... sure, those count. If you can modify areas for PST, then you can create new ones.

Wow, Win98!!! That was my favorite OS. DLTCEP should work as Tass says. If you have never used it or made IE game areas, you might consider using IETME just to create your raw areas and get the feel of the file structure. You can test your areas out in the game and then once you are confident with your skill, use DLTCEP to clean them up.

IETME is very user friendly, DLTCEP is has a much higher learning curve.
IETME does cause some non-fatal file errors in WED, TIS, and more specifically Wall Polygon structure... but the areas will still play.

Alot of modders hate it when I recommend an outdated tool, but the truth is that it is still very useable and fast. I made my areas solely in IETME... then use Near Infinity and DLTCEP to clean up the errors later.

Hope that helps. Sorry I can't offer to do one for you... I just don't have the time. I offered that to alot of people and didnt get the time in most cases.

Cuv