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#1 Wyrm

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Posted 12 November 2002 - 08:28 PM

Could someone be so kind as to point me to tutorial that clearly explains the process of making a kit with the "weidu" program.

I came across one on the teambg's site but after reading it, I felt the need to come here ask directly.

#2 -jcompton-

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Posted 12 November 2002 - 08:33 PM

I think Davide Carta's is about as authoritative as we have right now. Perhaps you can explain to him which parts you think are unclear so he can improve it?

#3 Wyrm

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Posted 12 November 2002 - 08:52 PM

I'm not questioning the authors competency, jcompton, just his ability to articulate the steps involved. Specifically, I'm unclear on the initial steps involved in accesing the required 2da or tp2 files that will allow you to see the files that govern the rules for kit making.

#4 -jcompton-

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Posted 12 November 2002 - 08:54 PM

Nobody said you were questioning his competency. He made kits with it, so it's clear he knows what he's doing. :) Drop him an e-mail... I've done so in the past and heard back from him. He doesn't always read this forum, I don't think.

#5 Wyrm

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Posted 13 November 2002 - 11:52 AM

I'll consider the email as a last resort, jcompton, but thanks anyways.

So am I to assume this tutorial by, Carta, is the only one available as representation for the "weidu" program? I was trying to be optimistic in that there might be others who could explain the process, clearly, for a beggining audience.

#6 -jcompton-

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Posted 13 November 2002 - 12:31 PM

Perhaps Wes could be convinced to explain how he created the Fighter-Archer and Anti-Paladin kits.

#7 weimer

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Posted 13 November 2002 - 12:59 PM

Specifically, I'm unclear on the initial steps involved in accesing the required 2da


Use Near Infinity or Infinity Explorer to view already-existing 2DA files. You can get both by following links from my webpage. I recommend NI. You could even use WinBIFF.

or tp2 files


You can use notepad, wordpad, microsoft word, context, etc., to view a TP2 file -- it's just a text file. Take a look at Setup-Tactics.tp2 to see how I made the archer and anti-paladin kits. The TP2 bit is not actually the interesting bit (in general) -- it just sets proficiencies and unusability and whatnot.

The real trick in making it kit is not using either WeiDU or the TeamBG kit-maker. It is understanding the Infinity Engine. Explaining all of that is beyond the scope of any kit-making tutorial. Most kit abilities are implemented via custom spell files, so you should be familiar with how to create such things. If you are not familiar with basic IE editing tasks (like extracting game resources from biffs and making new spells) you may want to put kit design plans on hold and gather some additional experience with basic techniques. You may be able to skip this step if you want your kit to be a complete copy of another kit (cf. the archer kit), but I don't recommend it.

At the end of the day, if you want to use WeiDU to distribute a new kit, you write a TP2 file that includes the ADD_KIT action.

Moonfruit recently made a kit (the "Apprentice") with WeiDU, perhaps he'll chip in and offer some advice.

If you have downloaded Near Infinity and are unable to use it to view "KITLIST.2DA", post a message here and we'll walk you through it.

#8 Wyrm

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Posted 13 November 2002 - 02:11 PM

Your comments are duly noted, weimer . Since my introduction to your program yesterday mourn I was under the immpression that "weidu" was used to extract those "2da" info files from the "biff" files and now see that I was in error.

The tutorial I found on the teambg site only compunded my frustration in its presentation of expecting a certain amount of skill before tyring to make a kit. I'm of the opinion that if you present a well thought set of instructions, you can lead even the newest of the new to a happy ending. Simply take a look at the other kit tutorial offered on that page and you'll see what I mean.

I did use "winbiff" lastnigt to extract those particular "2da" files and I also downloaded the "IEEP" program, and am now curious since you mentioned the "NI" program as to which is better suited to newbs and is there any night and day difference between the two as to what they can do?

#9 weimer

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Posted 13 November 2002 - 03:00 PM

You may use WeiDU to extract 2DA files (or any other type of files) from biffs if you like.

weidu --biff-get kitlist.2da

Or optionally:

mkdir myfiles
weidu --biff-get .*2da --out myfiles

The former will get that single 2da file, the latter will extract all 2da files into the folder "myfiles".

However, having NI or InfExp around will make it easier when it comes time to actually make the kit powers.

I'm of the opinion that if you present a well thought set of instructions, you can lead even the newest of the new to a happy ending. Simply take a look at the other kit tutorial offered on that page and you'll see what I mean.


I'm afraid that I haven't seen either of these kit tutorials (that includes the WeiDU one).

Even if you give a clear set of instructions, some practice is required. For example, you could give me a very clear set of instructions on how to shoot free-throws in basketball, but I still won't make them consistently or be successful the first time after merely reading the instructions.

I did use "winbiff" lastnigt to extract those particular "2da" files and I also downloaded the "IEEP" program, and am now curious since you mentioned the "NI" program as to which is better suited to newbs and is there any night and day difference between the two as to what they can do?


IEEP is a better tool for beginners. It presents a friendlier interface to editing ITM and SPL files.

NI allows you to view and edit basically any Infinity Engine resource. It can extract files from biffs, change ITMs, SPLs, CREs, 2DAs, compile and decompile scripts, etc. However, it assumes that you already know what is going on. It is much more convenient for mod-making if you are already familiar with IE editing. I cut my teeth on InfExp and IEEP and then moved to NI when I wanted more speed and more flexibility.

#10 hlidskialf

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Posted 13 November 2002 - 03:45 PM

Wyrm, start slow and try your hand at items and spells first. Get the hang of how the IE engine works. Browse through some custom downloads of kits to get the idea of how the files work and how to edit them. There's even a sticky in the spell forum at TeamBG that lists all the ingame spells used in the standard kits. (Very handy to figure out what's done, and if you want to add an ability to your kit that already exists.) As Wes said, IEEP is very good to start on, and NI is great once you know how the game works. Winbiff extracts as does NI, but Winbiff is also great for mass extractions. (Say, if you want to get all the .2da files out at once.) Something that is tedious with NI. Good luck 'eh. ;)

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