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#1 micbaldur

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Posted 09 January 2013 - 09:30 PM

I have couple worldmap problems.

 

First Lava's mods Eilistraee's Song's Eilistraee's Clearing (ARES01) and Innershade's Innershade (ARISH1) are in same place. Only Eilistraee's Clearing is visible, Innershade is "under" it.

 

Second Druidic Circle (AR3587) from CtB is "under" Cloakwood Grove (AR8400) from BG1.

 

I was wondering does anybody else has this problem or is this only in my BWP expert-install.

 

Update:

 

Hessa NPC mod: Trade Way Merchant Camp Area (ARSU10) not in worldmap. Mod needs worldmap component.


Edited by micbaldur, 10 January 2013 - 07:49 AM.

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#2 micbaldur

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Posted 12 January 2013 - 09:51 PM

I am trying to make worldmap component for Hessa NPC.

 

I'm little loss about AREAS.TBL:

Spoiler

 

What does FLAGS mean in that table?

 

Also i don't have clue about X_POS and Y_POS in huge worldmap.


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#3 Lollorian

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Posted 13 January 2013 - 11:57 AM

Grab this (entire worldmap) and ask Lava to point out where either area should be moved :)

As for CtB and Hessa's area, where do YOU think they should be? :P (point locations out or gimme coordinates to work with :D)

 

12 hours until I wake up so take your time :lol:


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#4 micbaldur

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Posted 13 January 2013 - 12:23 PM

Grab this (entire worldmap) and ask Lava to point out where either area should be moved :)

As for CtB and Hessa's area, where do YOU think they should be? :P (point locations out or gimme coordinates to work with :D)

 

12 hours until I wake up so take your time :lol:

In my previous install Eilistraee's Clearing was totally wrong place far north of Baldur's Gate but Lava said that it should be near Underdark Exit if i remember correctly.

 

Because now they are at same place at Forest of Tethyr, maybe Eilistraee's Clearing might be under/lower/little south of Innershade and south-east of Underdark Exit.

 

Hessa area (when i played years ago before BWP and worldmap) was near Athkatla. Maybe area below Portpentyrch, north of Murann and west of North Forest.

 

Update:

I forgot that Druidic Circle from CtB. As for the location maybe in center of Cloakwood (east from where it is now) there seem to be free area. I don't know were it originally located.


Edited by micbaldur, 13 January 2013 - 02:31 PM.

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#5 Mad Mate

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Posted 13 January 2013 - 12:52 PM

When I was adjusting map icons for FFT, I remember that was really easy to adjust them in NearInfinity in already started game, but in the mod I did have to calculate coordinates and then there was hidden option in Worldmap mod to activate all icons on start so you could see which ones go over the other. Maybe Wisp could say more.



#6 micbaldur

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Posted 13 January 2013 - 04:41 PM

Lava said here that both Eilistraee's Clearing and Innershade are at Forest of Tethyr and east of Underdark so about were they are now both probably not at same place. :lol:  So maybe Eilistraee's Clearing could be little south from Innershade.

 

Lava wants to update his mod so he needs to be inform about the fix.


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#7 Wisp

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Posted 13 January 2013 - 07:08 PM

Maybe Wisp could say more.
Hmm, I'm not sure what to say. I seem to have eliminated this option in some past version. My bad? I have an update in the (long, long) works, to fix some bugs and add BGEE compatibility. I can re-add it then. Until then, the same function can easily be supplied by a stand-alone mod. Something like this:
//Insert mod boilerplate here

//Set the 'visible' flag (0b1) on all areas in the worldmap
COPY_EXISTING worldmap.wmp override
  GET_OFFSET_ARRAY area_off WMP_AREAS
  PHP_EACH area_off AS int => off BEGIN
    WRITE_LONG off + 0x30 THIS | 1
  END
BUT_ONLY
What does FLAGS mean in that table?
FLAGS is the base-10 numerical value of the bit field at 0x30 in the area entries of the WMP.

Edited by Wisp, 13 January 2013 - 07:10 PM.


#8 micbaldur

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Posted 13 January 2013 - 07:30 PM

What does FLAGS mean in that table?
FLAGS is the base-10 numerical value of the bit field at 0x30 in the area entries of the WMP.

Ok, thanks. I think i got it.

 

So if FLAGS is set 4 or more then it's not visible until some dialogue or script use RevealArea(). Right?


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#9 Lollorian

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Posted 14 January 2013 - 02:40 AM

Eilistraee's Clearing gets moved to: (pic attached)

Large Map Coords: (1675, 1935)

Huge Map Coords: (1675, 3640) <- areas.tbl takes these

 

Druidic Circle moves to: (pic attached)

Large Map Coords: (1422, 624) <- areas.tbl seems to take these :blink: (I don't even)

 

I wonder why some mods seem to specify large map coords in their areas.tbl while others specify huge map coords though :blink: (and how does the worldmap mod decide what coords are mentioned and which one to scale to? :o)

 

For a quick fix, you'll need to open your savegame's WMP file in NearInfinity and set the coordinates manually :P Remember that the BWP uses the large worldmap not the huge one :)

 

EDIT: Failed upload of the CtB fix :doh:

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Edited by Lollorian, 14 January 2013 - 02:52 AM.

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#10 micbaldur

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Posted 14 January 2013 - 08:17 AM

Eilistraee's Clearing gets moved to: (pic attached)

Large Map Coords: (1675, 1935)

Huge Map Coords: (1675, 3640) <- areas.tbl takes these

 

Druidic Circle moves to: (pic attached)

Large Map Coords: (1422, 624) <- areas.tbl seems to take these :blink: (I don't even)

 

I wonder why some mods seem to specify large map coords in their areas.tbl while others specify huge map coords though :blink: (and how does the worldmap mod decide what coords are mentioned and which one to scale to? :o)

 

For a quick fix, you'll need to open your savegame's WMP file in NearInfinity and set the coordinates manually :P Remember that the BWP uses the large worldmap not the huge one :)

 

EDIT: Failed upload of the CtB fix :doh:

Thanks again. :coolthumb: I'll keep coming again and again like bad weather or something else really bad. :P Local pain in the butt, me i am maybe, oh yes. :naughty:

 

Good to know about quick fix with NI. Keep that in mind. :lol:

 

Yes i remember that BWP uses large worldmap but I use huge worldmap. :P I use edited bat-file and edited *.txt files when i install BWP. :D


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#11 Wisp

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Posted 14 January 2013 - 08:56 AM

I wonder why some mods seem to specify large map coords in their areas.tbl while others specify huge map coords though :blink: (and how does the worldmap mod decide what coords are mentioned and which one to scale to? :o)
All tabulated coordinates should be for the huge map. The mod subtracts 1700 from the Y coordinate to arrive at the coordinates for the large map (with some exceptions), so providing coordinates that are already for the large map is an error.
So if FLAGS is set 4 or more then it's not visible until some dialogue or script use RevealArea(). Right?
Not quite. 4 is the 'reachable' flag, but any flag x for which x mod 2 is 1 includes the 'visible' flag (i.e., 5, 7, 9 etc.)

#12 micbaldur

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Posted 14 January 2013 - 09:08 AM

So if FLAGS is set 4 or more then it's not visible until some dialogue or script use RevealArea(). Right?
Not quite. 4 is the 'reachable' flag, but any flag x for which x mod 2 is 1 includes the 'visible' flag (i.e., 5, 7, 9 etc.)

Right ... :blink: i think i ... :blink: well not really. :crazy:

 

What about 6 Hessa NPC mod used it at FLAGS.

 

Like this.

Spoiler

 

That area doesn't show on worldmap.


Edited by micbaldur, 14 January 2013 - 09:10 AM.

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#13 Lollorian

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Posted 14 January 2013 - 09:23 AM

@Wisp: Thanks! :cheers: Need to check what actually happens with the CtB areas then :unsure:

 

@micbaldur: There are 4 flags like this A B C D

 

A = Already visited

B = Can be visited

C = Can be revealed

D = Visible

 

If A is checked, you add 8, B adds 4, C adds 2 and D adds 1

 

So when you say flags are 4, it actually means only B is checked (0 + 4 + 0 + 0)

If flags are 9, you have A and D checked (8 + 0 + 0 + 1)

 

EDIT: Corrected flag order... no thanks to Nearinfinity <_<


Edited by Lollorian, 14 January 2013 - 09:33 AM.

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#14 micbaldur

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Posted 14 January 2013 - 10:40 AM

@Wisp: Thanks! :cheers: Need to check what actually happens with the CtB areas then :unsure:

 

@micbaldur: There are 4 flags like this A B C D

 

A = Already visited

B = Can be visited

C = Can be revealed

D = Visible

 

If A is checked, you add 8, B adds 4, C adds 2 and D adds 1

 

So when you say flags are 4, it actually means only B is checked (0 + 4 + 0 + 0)

If flags are 9, you have A and D checked (8 + 0 + 0 + 1)

 

EDIT: Corrected flag order... no thanks to Nearinfinity <_<

Thanks again, now i understand. :coolthumb: I'm no rocket scientist just lousy engineer. :P

 

I thing though i can't open or view wmp-files in NI. Don't know why? :blink:


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#15 Wisp

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Posted 15 January 2013 - 09:09 AM

I thing though i can't open or view wmp-files in NI. Don't know why? :blink:
NI usually does not have enough memory on Windows to open images as large as the BP-BGT-Worldmap MOS files. The mod comes with a few batch files (in bg-bgt_worldmap/nearinfinity) that starts a correctly named copy of NI (NearInfinity.jar or NearInfinityBeta.jar) with more memory.

Edited by Wisp, 15 January 2013 - 09:09 AM.


#16 micbaldur

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Posted 15 January 2013 - 10:21 AM

I thing though i can't open or view wmp-files in NI. Don't know why? :blink:
NI usually does not have enough memory on Windows to open images as large as the BP-BGT-Worldmap MOS files. The mod comes with a few batch files (in bg-bgt_worldmap/nearinfinity) that starts a correctly named copy of NI (NearInfinity.jar or NearInfinityBeta.jar) with more memory.

Great thanks that worked fine. :coolthumb:

 

Maybe i should read readmes, check mod folders and so on more often. :P


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#17 Lollorian

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Posted 19 January 2013 - 08:36 AM

A small update regarding the CtB worldmap thing... It seems CtB's coordinates come from the Worldmap mod itself (and the entire routine got really confusing in the 5 mins I had a look at it :P)

 

The file to change seems to be inside the worldmap mod :) (trying to figure out which one though)


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#18 micbaldur

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Posted 15 April 2013 - 05:42 PM

I'm trying to make ( :P what a joke) copy/paste worldmap component for Hessa NPC.

 

I'm little loss how to add this:

Spoiler

 

to setup-HessaNPC.tp2:

Spoiler

 

These files are made by copy/paste from Eilistraee's Song mods worldmap component. I hope that they are ok.

 

Maybe some kind person with modding knowledge check these files. My modding knowledge contains just copy/paste method (without any understanding what i'm doing :P ).

 

Here's areas.tbl:

Spoiler

 

Here's links.tbl:

Spoiler

 

Here's worldmap.tra:

Spoiler

 

Here's files:

Attached File  setup-HessaNPC.tp2   15.08K   260 downloads

Attached File  setup-HessaNPC_add.tp2   635bytes   327 downloads

Attached File  areas.tbl.zip   146bytes   275 downloads

Attached File  worldmap.tra   43bytes   275 downloads

 

Note! Because i can't upload .tbl files i added .zip. Those aren't zip-files, just remove .zip.

 

Update: Corrected bug in links.tbl

 

Attached File  links.tbl.zip   4.01K   278 downloads

 

Why traveltime 16 h :blink: , i don't know and frankly i don't care if it works. :P


Edited by micbaldur, 19 May 2013 - 08:05 PM.

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#19 Lollorian

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Posted 25 August 2013 - 07:43 AM

^ This works! Compiled into package here :cheers:


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#20 micbaldur

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Posted 25 August 2013 - 08:21 AM

Great work, thanks for your hard work. :cheers:

 

Now that is fixed only one worldmap problem remains. Druidic Circle (AR3587) from CtB is "under" Cloakwood Grove (AR8400) from BG1. Hopely someone fixes it eventually. :whistling:


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