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What do I need for an area?


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#1 temnix

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Posted 30 November 2017 - 01:51 PM

I'm taking an area from BG2 and putting it in BG1. What do I need? ARE, WED, TIS? Is that all? It's empty otherwise. This WED refers to two TIS files, one is for water. I carried them all over, renamed, updated the references, the ARE still shows black. Must be some kind of trick to it?



#2 The Imp

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Posted 30 November 2017 - 10:36 PM

Walk areamap or whatever that is, Lightmap, and heightmap....*sr.bmp *lm.bmp & *ht.bmp. .. and you know the * is the original ar1000 for the ar1000.are file.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 temnix

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Posted 01 December 2017 - 03:40 PM

Are those all separate files? Or are they included in the tileset or somewhere else?

 

Somebody else should probably answer this. I've gotten one too many answers from Imp that were far-out wrong.



#4 GeN1e

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Posted 01 December 2017 - 03:55 PM

All files are packed individually. I'm less certain about tilesets, though, as EE converted them to .pvrz format to conserve space, and I don't remember if/what a modder needs to do about conversion.

 

ar1000.are // the "actual" area file

ar1000.tis // tileset

ar1000.mos // minimap mosaic image

ar1000.wed // wall polygons

ar1000sr.bmp // search map

ar1000ht.bmp // height map

ar1000lm.bmp // light map

 

If it's an area with day/night change, then the following files are also needed:

ar1000n.tis // night tileset

ar1000n.mos // night minimap mosaic

ar1000n.wed // night walls

ar1000ln.bmp // night light map


Edited by GeN1e, 01 December 2017 - 03:57 PM.

Retired from modding.


#5 The Imp

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Posted 01 December 2017 - 06:05 PM

Are those all separate files? Or are they included in the tileset or somewhere else?
How would you put three different file names into a single file ? Other than it being an archive of the files... but then they are not .bmp'es then. And the old games only allow predefined .bif's for that.

The EE games take the old style maps as well as the (.pvr's and) .pvrz's, the old types do produce the tile lines effect on some computers and video cards, but not all.
So the tileset conversion(tis->.pvrz) is an optional choice the mod needs to pick, if it's wanted. Just like the .tis->.tiz (-> .tis) was. Aka, it's just to save download space.

Edited by The Imp, 01 December 2017 - 06:07 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 temnix

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Posted 07 December 2017 - 01:29 AM

Everything I make is for EE games. I can't be bothered to go back to old technology... Thanks, both of you, you were both helpful.



#7 temnix

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Posted 13 December 2017 - 06:07 PM

Which of the files is for passability? Search map? If anyone can suggest some tutorial for making an impassable spot passable, I'd appreciate it.



#8 Avenger_teambg

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Posted 18 December 2017 - 11:02 AM

Area making tutorial

 

http://www.simpilot....main.htm#search


Avenger

#9 temnix

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Posted 18 December 2017 - 01:26 PM

Thank you.