DM Login Crash
#1
Posté 28 juin 2011 - 05:39
Greyfort...*scratches head looking about files on his computer and through mounds of pappers beside it with hand written notes*..."I know its here some ware."
#2
Posté 28 juin 2011 - 07:21
They can login in on linux. Dont ask me why but thats what went down.Im knew at this stuff.
But if you find the palette tool your looking for could you share it with us?
#3
Posté 28 juin 2011 - 09:36
Funky
#4
Posté 29 juin 2011 - 05:42
#5
Posté 29 juin 2011 - 05:48
Funky
#6
Posté 29 juin 2011 - 05:56
Modifié par Lazarus Magni, 29 juin 2011 - 05:57 .
#7
Posté 29 juin 2011 - 06:03
#8
Posté 29 juin 2011 - 07:07
Modifié par Lazarus Magni, 29 juin 2011 - 07:08 .
#9
Posté 29 juin 2011 - 10:15
Lazarus Magni wrote...
Thanks, Ghost, so would deleting an item or creature from the custom pallet in the toolset remove that blueprint then? In alot of cases in the mod I am working on there are multiple copies of the same item or creature, I could certainly thin out some of that I believe if that would help.
Exactly. If you are having problems, anything you can get rid or from the custom palette will help. But of course you can always try something like what Funky suggests if you still have a lot of custom stuff that you need to keep.
#10
Posté 29 juin 2011 - 11:03
#11
Posté 29 juin 2011 - 03:28
The pallet version IS the blueprint. I can't tell if you're clear on this, so I'll elaborate a bit. Objects come in two flavors - palette items, and instances. An instance is created from a palette copy, and can at that point be altered from the original. Once placed ingame, it has its own existence, independant of the palette version, whether you place it in the module while you are building, or it is spawned in when the module is running.Lazarus Magni wrote...
Thanks, Ghost, so would deleting an item or creature from the custom pallet in the toolset remove that blueprint then?
You only need to keep palette blueprints of objects for two main reasons:
1) You plan to do further building with that item. These are basically convenience objects, left in the palette so that you can put them in areas without having to remake them.
2) You plan to have it spawn in at some point during gameplay. Examples inclue:
a) encounter creatures
c) items spawned by loot systems instead of being placed in an area as an instance.
d) placeables you want to spawn in, or respawn some point after they are looted
and so on. If you aren't going to do 1 or 2 with a blueprint, you can remove the item from the palette. It's not always easy to tell, though, which is why resman is a convenient option, especially if its a mod that has had a lot of work done on it in the past. Those multiple copies of creatures in the palette may well be there for a reason - perhaps each has a different key? Resman can handle anything in category 2 except encounter creatures spawned with bioware triggers (it CAN hold palette copies for custom spawning systems).
There are ways to script around the need for so many palette items, as well. Suppose you have 10 creatures that hold different keys to different doors, but are otherwise identical to another palette resref. You could set up that palette resref to have a key spawn onto it at runtime if certain conditions are met, saving yourself 10 resources.
Hopefully this clears things up somewhat.
Funky
#12
Posté 29 juin 2011 - 10:04
#13
Posté 09 juillet 2011 - 09:03
Specifically it would be helpful to know which resources contribute to the DM pallet? I am guessing creatures, items, placeables, doors, possibly encounters and triggers? Are there any others?
From that list, and my understanding of what Funky said it sounds like for me creatures are definitely out. However provided that loot generated by scripts can still be called up if the resource is in an external folder without re-writing all the scripts to direct them to that folder, most items could be a candidate. Certainly most placeables and doors (also provided ones called for by scripts can still be accessed with out re-writes). Encounters and triggers if those are even in the DM pallet. Does this seem correct? And if so does anyone know what file extension encounters and triggers are?
Laz
#14
Posté 09 juillet 2011 - 10:48
I believe, but haven't double-checked, that items in creature blueprints must themselves remain in the palette. This is likely true of shops, as well. I can say for certain, however, that items in creature and shop instances in areas do NOT need to remain in the palette.
Anything only called into the mod via CreateObject should be fine to put into resman.
Triggers are .utt, and encounters are .ute. The Omnibus has a complete listing of file types like the old forums had, as well.
Funky
Modifié par FunkySwerve, 09 juillet 2011 - 10:48 .
#15
Posté 10 juillet 2011 - 01:42
#16
Posté 10 juillet 2011 - 06:59
Modifié par Lazarus Magni, 10 juillet 2011 - 07:01 .
#17
Posté 10 juillet 2011 - 07:26
Or did you not refresh the palette after removing the resources from the module?
#18
Posté 10 juillet 2011 - 06:50
I am starting to wonder if it could be due to the sheer number of areas, but I did not in fact refresh the pallet after moving the resources to the resman folder. I will give that a shot. Thanks LightFoot8.
Modifié par Lazarus Magni, 10 juillet 2011 - 06:55 .
#19
Posté 10 juillet 2011 - 07:13
Also check out you module's resource amount. You might be pretty close to the modules 16k limit.
#20
Posté 10 juillet 2011 - 09:17
Modifié par Lazarus Magni, 11 juillet 2011 - 03:37 .





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