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Adding an area to the world map, and being able to travel to it?


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#1
Magnite7

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How would i go about adding a icon to the worldmap in the singleplayer game, making it so your character can travel to it and add the blood trail? Again the wiki hasnt helped me at all.

#2
Vroongel

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I want to know that as well…

#3
Magnite7

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/bump

#4
hwlreckles

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If you know how to create a module then go ahead and do that.



First, create a new map.



In the object inspector, set the map to wide open world.



Right click anywhere on the map shown and click "insert pin"



Name the pin using the object inspector window.



Export the map without the dependencies. Generate your module xml/manifest.



Now the tricky part, open up the actual file that was exported. It's going to be in the core->override->toolsetexport file



when that file is opened up in the object inspector, under the name MAP_MAP_PARENT_RESREF

it has a blank value. You need to set that value as "wide_open_world"



save it as the same file in the toolsetexport folder you found it in.







That will place a pin on the map. I havn't gone any further yet though and linked that pin to an area but I am sure it isn't difficult and someone here knows. I'm still in the process of making my area come to life in my module but if I happen to find out how to link the pin to area before I start exploring it on my own I'll post it here.

#5
Magnite7

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hwlreckles wrote...

If you know how to create a module then go ahead and do that.

First, create a new map.

In the object inspector, set the map to wide open world.

Right click anywhere on the map shown and click "insert pin"

Name the pin using the object inspector window.

Export the map without the dependencies. Generate your module xml/manifest.

Now the tricky part, open up the actual file that was exported. It's going to be in the core->override->toolsetexport file

when that file is opened up in the object inspector, under the name MAP_MAP_PARENT_RESREF
it has a blank value. You need to set that value as "wide_open_world"

save it as the same file in the toolsetexport folder you found it in.



That will place a pin on the map. I havn't gone any further yet though and linked that pin to an area but I am sure it isn't difficult and someone here knows. I'm still in the process of making my area come to life in my module but if I happen to find out how to link the pin to area before I start exploring it on my own I'll post it here.


Ok, thanks. Im gonna start looking into see where i can go from there to.

#6
Vroongel

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I've done that and my pin shows on the map in main campaign however every time I try to travel there game hangs (actually it never stops showing the loading screen). I can load my area as stand alone module just fine so the issue is in tying pin to the area properly.



Anybody actually successfully visited their area from the main campaign ?

#7
giskard44

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I believe modules properties theres options to set it to single player or not that needs setting, im still new at this so i could be completely wrong but try looking under manage modules and check out the options from there. If it works let me know because I'm about to do this stuff stuff.

#8
PavelNovotny

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You need to make sure that your module properties are set so that it's Extended for the Single Player campaign.

#9
avantoreon

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@Vroongel: I've added a new location to the world map in the single player campaign. I'll upload a tutorial to the wiki in a little bit.

#10
eiham

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I've been workin' on this tutorial as well. Clearly I'm not the only one who figured it out :)

#11
eiham

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Vroongel wrote...

I've done that and my pin shows on the map in main campaign however every time I try to travel there game hangs (actually it never stops showing the loading screen). I can load my area as stand alone module just fine so the issue is in tying pin to the area properly.

Anybody actually successfully visited their area from the main campaign ?


I've done it fine on mine.  Make sure the map pin has the right area tag and use a waypoint override on the pin to specify the waypoint to load into.  The other thing is make sure that your mod (and any other mods you use) do not use module_core as their script.  Set it to (none) or to your own script.  I found that occasionally hangs on area transitions to inserted areas.

oh the other thing you need:

Add a trail to the map.  Set the start tag to a pin that exists on the wide_open_world map from the single player campaign (you may need to extract the map from the erf and look up the tag to know what to put here) and set the end tag to your pin's tag.

Modifié par eiham, 17 novembre 2009 - 07:54 .


#12
avantoreon

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Here's the tutorial:



http://social.biowar...mpaign_Tutorial

#13
eiham

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Awesome :) Note that you missed the step where you add a trail to the pin, without which the game will not be able to transition to the area (or at least it wouldn't transition for me).

#14
avantoreon

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It doesn't transition without a trail? Mine has been transitioning fine without a trail, it just works like going to the campsite.

#15
eiham

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Ah...weird. Well the trail does make it look nice :)

EDIT: There's a good chance it was al hokey since I was having module_core issues.

Modifié par eiham, 17 novembre 2009 - 10:09 .


#16
Magnite7

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could someone make a tut for the trail? Because it would look nicer with one.

#17
eiham

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I can do something when I get home. Avan, you mind if I add it to your tutorial page? (or at least a link to it)

#18
avantoreon

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@eiham: Please expand my tutorial to include trails---I'm not too familiar with implementing them myself ;-)

#19
eiham

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BTW I have to say, the avatars in this thread = win.

#20
ladydesire

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Very useful information from both of you; I had an idea for new races and origins that will benefit from this greatly.

#21
Magnite7

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eiham wrote...

BTW I have to say, the avatars in this thread = win.


Lol. Definitly have to agree.

#22
Vroongel

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avantoreon wrote...

Here's the tutorial:

http://social.biowar...mpaign_Tutorial

Yeap, that did it, thanks!

eiham wrote...

I can do something when I get home. Avan, you mind if I add it to your tutorial page? (or at least a link to it)

Please do, I'm interested in that as well :)

Modifié par Vroongel, 18 novembre 2009 - 02:38 .


#23
eiham

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Added some to the tutorial including a list of the usable map pins from the main campaign map.

Updated tutorial: http://social.biowar...mpaign_Tutorial
Map Pin List: http://social.biowar...gn_Map_Pin_List

EDIT: Will do some more later.  Baby was fussy so I didn't get much done this evening.

Modifié par eiham, 18 novembre 2009 - 03:05 .


#24
avantoreon

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@eiham: Nice work with the pin list, looks good!

#25
rahlcepx516

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Thanks for putting in the time to make this.



I am as far as seeing the location on my map, and I can click it, but I am getting a hang on the loading.



1. I am using the wm_ico_hut as my pin image and hut pin type.

2. Do I need to include .are in the area tag and tag? I just have it listed myhut (should be myhut.are ?)



I also notice in Fig 5 in your tag slot, you have "maptut_pin" Any significance to that? Could not find anything in the tut about it. Should I just put myhut_pin?



I'll keep screwing around while I wait for a response =)