World map in addin module
#26
Posté 09 mars 2010 - 11:46
As for generating the DDS, it is an uncompressed 4-channel 8-bit DDS with no mipmaps. If you are using the standard "nvdxt.exe" command line tool to convert a source TGA (which I recommend; the photoshop/gimp DDS plugins are inferior by comparison), the arguments would be "-nomipmap -u8888".
Also, it appears that the engine is using a localized worldmap, named worldmap_en-us.dds (or whatever language you're in). I don't know under what circumstances it uses just the worldmap.dds, but throwing a custom worldmap_en-us.dds in packages/core/override worked fine for me to replace the existing worldmap.
So if it's not just a DDS format issue, you could try appending the _en-us suffix onto your file name for your custom worldmap, since possibly the game is doing this automatically to the base map name defined in your worldmap_custom m2da (as it seems to be doing to the original "worldmap" name).
#27
Posté 10 mars 2010 - 03:30
#28
Posté 10 mars 2010 - 08:57
#29
Posté 10 mars 2010 - 09:22
I have carefully followed every form of guidance out there...with the exception of this last advice I posted before Qutayba (just before yours). While Qutayba did not have any luck with same - I think I am close and will report results as soon as I am able....dang 'can't connect to db' issue...
#30
Posté 10 mars 2010 - 11:03
#31
Posté 10 mars 2010 - 11:44
When I changed the ID number to 7, I still got the same results (the book image). So, I decided to make the ID 1 and change the GDA to a plain override 2DA (worldmaps without a suffix). [NOTE: If you try to duplicate this be sure to disassociate your map in the toolset from any map image first or the toolset will crash when you open the map]. This experiment ALSO resulted in the book background. I don't know if this is technically progress, but it seems significant that it went from a Denerim background to a book background when I changed the ID number to something beneath 100.
#32
Posté 11 mars 2010 - 05:00
btw - the only time I saw Denerim, or Ferelden maps was when I changed the 'MAP' setting in the object viewer if my world map - so I did that on purpose for a test and it worked, with my waypoints. When I selected 'mymap' it is always the grey box in the upper left-hand corner....more to come...
#33
Posté 12 mars 2010 - 01:54
I also see the gray square (beyond the other problems I had..) instead of the worldmap. I hope you will find a solution :-)
#34
Posté 12 mars 2010 - 08:45
|----------------------------------------------------------------------------------------------|
|Custom World Map Steps for Standalone Addin Module (Dark Alliances) |
|Based on direction from Map Tutorial (Wiki) and other sources... |
|----------------------------------------------------------------------------------------------|
====
Step #1 - Create TGA image of desired map
.
Filename: worldmap_dm001.tga
FileSize: 279KB
Image Type: TGA
Image Size: 512x512
note - used "FastStone" to edit & save .PNG image as .TGA (resizing to 512x512, applying sepia)
====
Step #2 - Convert TGA to DSS using ".\\\\Dragon Age\\\\Tools\\\\ResourceBuild\\\\Processors\\\\NVDXT.EXE"
.
Command Line: nvdxt -file "worldmap_dmo001.tga" -nomipmap -u8888
Output: worldmap_dmo001.dds
FileSize: 1025KB
Image Type: DDS
Image Size: 512x512
====
Step #3 - Move to Module Override folder
Move "worldmap_dmo001.dds" to .\\\\Addins\\\\dmo001\\\\module\\\\override\\\\toolsetepxort\\\\"
====
Step #4 - Create worldmaps.xls (xls --> gda)
a) Copy "C:Program Files\\\\Dragon Age\\\\tools\\\\source\\\\2da\\\\worldmaps.xls" to ".\\\\workspace\\\\worldmaps.xls"
______________________________________________________________________________________________
1 | ID | Label | NameStrRef | MAP | TargetWptTable | TargetWptTableID | INVALID |
|------|--------------|-----------------|---------------------------|-------------------------------------------|-------------------------|------------|
4 | 700 | Lorinthia | 106001 | worldmap_dmo001 | target_wps_worldmap_dmo001 | 1000021 | INVALID|
|------|--------------|-----------------|---------------------------|-------------------------------------------|-------------------------|------------|
note - using 'unique' numbering examples from "Map Tutorial"
c) insert worksheet tab "target_wps_worldmap_dmo001" following tab "map_pin_images" (or anywhere)
d) switch to tab "Target_wps_wow" and copy all (click on upper leftmost border cell, ctrl-c)
e) switch to tab "target_wps_worldmap_dmo001" and paste all (click on upper leftmost border cell, ctrl-v)
f) overwrite contents of tab "target_wps_worldmap_dmo001" as follows --->
_____________________________________________
1 | ID | SourLocation | dafl001d | daoa001d |
|----|---------------------|----------------------|----------------------|
3 | 0 | dafl001d | | daoa001d_start |
|----|---------------------|----------------------|----------------------|
4 | 1 | daoa001d | dafl001d_return | |
|----|--------------------|-----------------------|----------------------|
g) copy ".Dragon Age\\\\tools\\\\excelprocessor.exe" to ".\\\\workspace\\\\"
h) save spreadsheet and convert to .gda (right click, open with excelprocessor)
i) move output of excelprocessor:
"worldmaps.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
"target_wps_worldmap_dmo001.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
====
Step #5 create "M2DA_Base_dmo001.xls
a) Copy "C:Program Files\\\\Dragon Age\\\\tools\\\\source\\\\2da\\\\M2DA_Base.xls" to ".\\\\workspace\\\\M2DA_Base_dmo001.xls"
c) add row as follows:
| 106001 | World Maps | worldmaps | **** |
d) save spreadsheet and convert to .gda (right click, open with excelprocessor)
e) move output of excelprocessor "worldmaps.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
f) move output of excelprocessor "target_wps_worldmap_dmo001.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
====
Step #6 Create Map & Set Pins in DAToolset
a) create map resource "world_map.map"
Resource name: "world_map"
Folder: \\\\dmo001\\\\
Module: Dark Alliances
Owner Module: Dark Alliances
State: NONE
Parent Map: (None)
Resource Name: world_map
Tag: worldmap_dmo001
Image Used: worldmap_dmo001
Map: Lorinthia
c) Add two Map Pins (keeping it small during diagnostics)
First Pin
---------
AreaTag: daoa001d
Initial State: Active
Locationx: 78
LocationY: 240
Name: Old Arena Ruins
NameRequiresTRanslation: False
Tag: dmo001_wmpin_daoa001d
Terrain Type: Highway
Tooltip: (blank)
TooltipRequiresTranslation: False
Unlocalized Name: Old Arena Ruins
Waypoint Override: (blank)
Image used: wm_ico_ruins
Pin Type: ruins
Second Pin
----------
AreaTag: dafl001d
Initial State: Active
Locationx: 108
LocationY: 198
Name: Foul Lake
NameRequiresTRanslation: False
Tag: dmo001_wmpin_dafl001d
Terrain Type: Forest
Tooltip: (blank)
TooltipRequiresTranslation: False
Unlocalized Name: Old Arena Ruins
Waypoint Override: (blank)
Image used: wm_ico_forest
Pin Type: forest
d) save map & "export without dependant resources"
====
Step #7 Create World map trigger in areas "daoa001d" and "dafl001d"
a) Create script "dmo001_fire_world_map"
Resource name: "dmo001_fire_world_map"
Folder: \\\\dmo001\\\\
Module: Dark Alliances
Owner Module: Dark Alliances
State: NONE
Body of script:
|
| #include "plt_dmo001_party_plot"
| #include "world_maps_h"
|
| void main()
| {
| SetLocalInt(GetArea(GetHero()), AREA_WORLD_MAP_ENABLED, TRUE);
| SetLocalInt(GetModule(), MODULE_WORLD_MAP_ENABLED, TRUE);
|
| WM_SetWorldMapGuiStatus();
| OpenPrimaryWorldMap();
|
| }
|
- save & export without dependant resources
Resource name: "dmo001_worldmap_signpost" (this will have a .dlg extension)
Folder: \\\\dmo001\\\\
Module: Dark Alliances
Owner Module: Dark Alliances
State: NONE
- Insert the following Lines:
[[OWNER]] Go to World Map?
Yes [END Dialogue]
No [END Dialogue]
- Highlight "Yes [END DIALOGUE]" and select the "Plots & Scripting Tab"
- Select Dropdown for Action Pane, Script (lower right)
- Navigate to "dmo001_fire_world_map" in \\\\dmo001\\\\ and select it
- save & export without dependant resources
c) duplicate "genip_signpost_2", save as "dmo001_worldmap_signpost"
Resource Name: dmo001_worldmap_signpost
Folder: \\\\dmo001\\\\
MOdule: Dark Alliances
Owner: Dark Alliances
State: None
d) edit "dmo001_worldmap_signpost" with object inspector as follows:
Appearance: Road Sign 2(Examinable)
Character: (none)
Comments: world map trigger
Conversation: dmo001_worldmap_signpost
Group: _PC
Name: Worldmap Signpost
NameRequiresTranslation: False
Plot: False
Popup Text: (blank)
PopupTextRequiresTranslation: False
Rank: INVALID
Resource Name: dmo001_worldmap_signpost
Script:
Tag: dmo001_worldmap_signpost
Team: -1
Treasure Category: INVALID
Variable 2da: var_placeable
Variables: ...
Auto Remove Key: false
Key Required: false
Key Tag: (blank)
Sound section --- all entries (No Sound)
Health: 1
Initial State: Active
Interactive: True
Inventory List: ...
Max Health: 0
Pick Lock Level: Auto Success
Trap Detection Difficulty: Auto Success
Trap Disarm Difficulty: Auto Success
- save & export without dependant resources
e) Open both areas (dafl001d & daoa001d):
- place "dmo001_signpost_worldmap" in reachable location in each area
- then save and export both areas
====
Step #8 Set the World Map in the module_core script
a) open "dmo001_module_core" in DAToolset
|
| switch(GetEventType(ev))
| {
| case EVENT_TYPE_MODULE_START:
| {
|
| object oWorldMap = GetObjectByTag("worldmap_dmo001");
| WR_SetWorldMapPrimary(oWorldMap);
|
| break;
|
| }
| }
|
c) save & export
====
Step #9
a) Run Module to test for proper map image (handle travelling later, should not impact map image)
Results ---
- Little grey box in upper left hand corner of world_map book.
- Maps Pins are present & active
===== From here I continue to diagnose and will update this list as I learn my mistakes
===== Please Help...I figure this example, when working, could help folks use the map tutorial
Modifié par RecklezzRogue, 13 mars 2010 - 12:37 .
#35
Posté 13 mars 2010 - 06:23
I think we've narrowed it down to two possibilities: the way the game is processing the GDA (in which case, the game is reading the GDA differently from the toolset, which is reading it correctly) or the way the game is processing the format of the image. At least the basic scripts and mechanics work.
#36
Posté 13 mars 2010 - 10:36
#37
Posté 13 mars 2010 - 11:14
- I just extracted worldmap_en-us.dds from the single player gui.erf
- renamed it to worldmap_dmo001.dds & worldmap_dmo001_en-us.dds
- placed in my toolset export folder (and in the packages-core-overide to double check)
- I can see the ferelden image in the toolset (as I expected from swapping in the actual ferelden image)
- in the game I still have the LGB (little grey box).................
so - something else is wrong......next I am going to try to add my image to gui.erf (an override version)....
UPDATE --- GUI.ERF
- Added image file (dds) to gui.erf (in my toolsetexport folder)
- Still have LGB
Note - I know the map image is being loaded without being in gui.erf due to error message regarding duplicate filenames for my map image (dds) - this is because I had the resource in both the erf and by itself in the toolsexport folder...so we can rule that out too.
next I am going to tweak the ID numbers....(presently using map tutorial examples)
======================================================================================
Nezroy - i can't get NVDXT or other DDS Converters i tried (before your advice) to convert a TGA that is not "a power 2 for height and width" - so like 512x512 or 1024x512, but I don't get 912x687 (definately 687 is not a power of 2). So, I went with 512x512 to keep it smallish and keep it square...How is this done (same dimensions as worldmap - see below??
ps - you just gave me and idea though - I am going to rename the DDS I pulled from the ERF to my mapname and see it if loads that image (which definately is compatible since it is in fact the Fereldan World Map) - if that works, then it's my image, if it doesn't work, then I've done something else wrong....process of elimination...will report back shortly.....
From my other post:
I have extracted "worldmap.dds" from the single player gui.erf and examined it with Nvidia's WTV software (DDS viewer) to find the following:
Format: 32bit-A8R8G8B8
Image Size: 912x687
File Size: 2447.4KB

Modifié par RecklezzRogue, 13 mars 2010 - 09:02 .
#38
Posté 15 mars 2010 - 10:21
I can finally get the area-transition and the area-travelling working (thanks to your and 777lewis777's post), but I still see the little square instead of the world map :-(...
I also tried all possible convention from TGA to DDS with both the photoshop DDS plug-in and the nvdxt.exe without results. What you suggest to do?
I fear that the problem could be something linked to the NameStrRef (ID map) that I totally randomized because I'm not able to obtain them with the proper program as auggested by the wiki.
Hope in Craig Graff's intervention
Thank you for your attention, to all of you.
#39
Posté 15 mars 2010 - 10:48
I have some more results, will post later...no luck though, just ruling things out.
#40
Posté 24 mars 2010 - 11:28
I am having similar problmes, but I did not follow the exact method you did: mainly converting the tga file to a dds, and I used M2DA to combine my worldmap file with the games should they ever decide to modify the original worldmaps.xls file.
One thing I wanted to check to see if you had done is opening the yourmapname.map located in your addin's module//override//toolsetexport// directory and set the MAP_MAP_PARENT_RESREF to wide_open_world? Also I assume that you used the string editor to add your map name? Only reason I ask is it looks like you used the wiki's #'s and I doubt that the number the string editor would generate would be the same as the demo one in the wiki.
I am not 100% sure if it should be set to that or something else for a custom map. I know it is a bug within the toolset that it removes this value whenever you edit your map. Although this didn't seem to make a difference for me on my custom map, it did when using the default world map. Figured it was worth a shot to ask...specially since my steps were slightly different than your.
If you ever do get it working, please post your findings!
Modifié par Miexelplix2009, 24 mars 2010 - 11:38 .
#41
Posté 25 mars 2010 - 01:09
#42
Posté 16 avril 2010 - 08:56
#43
Posté 18 avril 2010 - 09:03
This sounds like a similar behavior to the bug reported here.
http://social.biowar...but_not_in_game
EDIT: I see that Qutayba has mentioned this topic already. Though perhaps if it were used in conjunction with your configuration above, RecklezzRogue.
Modifié par Otomo Tetsuo, 18 avril 2010 - 09:11 .
#44
Posté 19 avril 2010 - 04:36
#45
Posté 21 avril 2010 - 07:04
#46
Posté 21 avril 2010 - 11:22
Qutayba wrote...
Lowering the number actually caused the grey box problem for me. When it was over 100, I got the Denerim map - which isn't the map I wanted - but it's not the grey box.
rofl
#47
Posté 27 avril 2010 - 02:23
#48
Posté 27 avril 2010 - 03:23
#49
Posté 18 mai 2010 - 07:46
#50
Posté 19 mai 2010 - 02:12
Otomo Tetsuo wrote...
I have only been looking into this
for the last two days, so forgive the suggestion if it has already been
ruled out.
This sounds like a similar behavior to the bug reported
here.
http://social.biowar...but_not_in_game
EDIT:
I see that Qutayba has mentioned this topic already. Though perhaps if
it were used in conjunction with your configuration above,
RecklezzRogue.
Read through this - definitely seems to be related to the LGB issue...this is going to be messy to fix - has bioware acknowledged this as a bug? Any news on a fix? Tweaking my id's now to see what happens...
EDIT - well - I am now getting the toolset to crash everytime I try to open my map with id's below 65k...even though in the string editor the id's appear unused...
Modifié par RecklezzRogue, 22 mai 2010 - 08:41 .





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