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General stepes / a list of the file structure etc


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#1
Eguintir Eligard

Eguintir Eligard
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Is there no where that tells you what the H is going in this toolset?

I have no idea where it puts my files or even what file types there are and the so called introduction on the wiki is so abstract and unexplained I cant even begin to understand what they are going on about, and this from a computer programmer.

I have some unwanted areas in my module and since I see no way to erase them in toolset Im trying to find them in my my documents.

And just in general what is the flow of things in the toolset, from creating to running? I dont see this spoken of anywhere. Like how to make it into a game you can give other people etc.

What is the order of things from ground up, stuff like that. From just guessing with limited exposure, I'm assuming you go level creation->area creation/blueprint creation->placing stuff then you choose one of the export options, of which I understand fully not one of but randomly clicking them till the module finally plays. And I assume there is another step to actually publishing for someone else, is there no step by step guide for retards or something? The wiki is all a bunch of stuff done in a void, and I'm not getting any flow from one tutorial to the next.

#2
DarthParametric

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Your best bet would be some of the video tutorials (as I think was already said in another thread you started). The most comprehensive in terms of running you through the basics of getting a module up and running is probably the SilentCid series - http://social.bioware.com/project/527/ - but there are others on YouTube that a search should turn up.

#3
Karma

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First you need to create a module of your own. Go to File --> Manage Modules --> New. Give it a "Name", "UID," and choose your "extended module" (single player if you want to add on to the single player campaign or your module's name if you want to create a new campaign). Open your module (it'll say your module's name at the top). Unless you're working on a level, make sure you're always working in your own module... just to be safe. Unless you know exactly what you're doing, do NOT directly edit any core resource files. Always duplicate and then make your edits. You can always rename them to overwrite the originals later.

To delete resources you created, make sure they're checked in and then right click on them in the palette window. You should see a delete option. Note, however, that you can only delete the resource if it has no dependencies.

Usually you can go with export without dependent resources even though it still exports some dependent resources. Just make sure to clean out all of your toolsetexport folders (I think there are like four of them) before any in-game testing. Obviously keep the files you made, but the rest can get deleted. (I made a follower tutorial on the wiki. If you look at steps 14 & 15, it gives more details about exporting files and cleaning up.)

#4
FergusM

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http://social.biowar...olset_resources

#5
Eguintir Eligard

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I seem to have things not work the first time I try a lot of times. Do I have to physically export every stupid little thing even stages and conversations etc, or is there some do all I can hit before I go? I guess I am looking to ëxport" the modules entire contents (well, what I've made) with ( or even without ) dependencies.

I'm a lot farther ahead in what I can do now, but this lack of understanding or explaining is still nagging. :?

Modifié par Eguintir Eligard, 25 août 2010 - 02:59 .


#6
TimelordDC

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As I said before, select the ALL resources icon; select the folder which contains all your work (if you've got it spread around, you have to organize them into folders - that is the easiest way) and do an export by right-clicking. That should do it.

#7
Proleric

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You can set this option:

Tools > Options > General > Auto-Export on Save > Export without dependent resources

then every time you save a resource, it's exported automatically.