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How could this happen ?


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#26
Artemis Absinthe

Artemis Absinthe
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Iveforgotmypassword wrote...

Artemis Absinthe.. Nice trick thank you.

Anyway here's the story so far..

I did as you said and saved the placeables file then put .2da after it and swapped it with the one that came with the original download, put the whole lot in the files folder ( from the original download ) into my override. Then associated the hak you sent with a tester module saved it all exited the toolset and restarted it and loaded my tester module but the mushrooms aren't anywhere to be found in the list of placeables. I even ran a search with the filter but only got the same "vanilla flavoured mushrooms." I was feeling rather proud of myself up until this point what have I missed out ?

ps. Good thing is all the other placeables from soz etc are still there and visible in areas.



Ok, I know you're not interested, but I'm going to give you a little quick&dirty guide anyway.

File extension :

.2da = 2 dimensional arrays - those files contains the "reference" for any new model, appearance and game settings (such as prerequisite feats for PrCs). Location : override folder, campaign folder or packed in an hak
.hak = custom contents archives. Location : hak folder
.dds = texture files. Location : override folder, campaign folder or packed in an hak
.mdb = model files. Location : override folder, campaign folder or packed in an hak
.xml = custom GUIs. Location : override folder, campaign folder or ui/custom folder
.bbx, .pfx, .sef = special effect files. Location : override folder, campaign folder or packed in an hak
.bmu = Music files. Location : music folder
.tlk = string reference files. Location : tlk folder
.ncs, .nss = plain and compiled scripts. Location : override folder, campaign folder or packed in an hak
.gr2 = skeleton files (for animated models). Location : override folder, campaign folder or packed in an hak
.erf = exported resources. Location : special (open the module in the toolset and "import" the .erf. You can keep it on your desktop).
.dlg = conversation files. Location : override folder, campaign folder or packed in an hak
.utc = creature blueprints. Location : override folder, campaign folder or packed in an hak
.uti = item blueprints. Location : override folder, campaign folder or packed in an hak
.utp = placeable blueprints. Location : override folder, campaign folder or packed in an hak
.mod = module files. Location : module folder.


Custom models :

In order to import a custom model you need :
1) one or more model files (.mdb). The .mdb file contains the 3d model, exported from 3dsm, blender, maya, etc (3d modeling software)
2) at least 2 .dds files : a texture map and a normal map. The texture map is called something.dds, the normal map something_n.dds. If the model is tintable you can have a tintable map as well, called something_t.dds, and a glow map called something_i.dds, if the model have a glow effect (e.g. a "glass" effect is achieved with a glow map). A custom placeable can have any numer of maps (texture files), but not less than two (1 texture map and 1 normal map).
3 opt.) If the model is a placeable, you also need a reference line in the placeable.2da.
4 opt.) If the model is a creature there will be one or more .gr2 files and a reference in the appearance.2da will be needed.

N.B. - the 2da files are numbered, if you add a row, the first column is the row id and it must be incremental (prev. row id +1). 2da files cannot have gaps between ids.
Weapons and armors don't need a reference in any 2da, but the .mdb file must follow the naming convention.


Custom placeables :

Once the placeable.2da is ready, move it into the override folder, with the model file (.mdb) and the texture files (.dds). When you're building, keep the files in the override folders. Once you're ready to release it you can package them into an hak or in the Campaign folder. You don't need to change anything, the game will look for the resources in the Campaign folder, first, then inside any hak you linked to the module and, finally, inside the override folder.

For this reason, anything you put in the Campaign folder has priority over hak, override and base resources, anything in the hak has priority over the override folder and base resources and anything in the override folder has priority over the base resources.






Now, to solve your immediate problem, open the zprit mushroom pack, in the files folder you'll see a bunch of .dds, a couple of .mdb and a placeable.2da.

Delete the placeable.2da and put the one I gave you. Take the folder and move it into your override folder (the toolset must be closed during this operation). Now, open the toolset and you should be able to use the mushrooms. Create a new placeable blueprint, select the appearance and find the mushrooms. Since they have no string reference in the .tlk files you should be able to find them under the name "PLC_BR_mushroom02" and "PLC_BR_mushroom03".

N.B. - The toolset must be closed because the resources (override, Campaign and hak included) are loaded on startup. If you add anything while the toolset is open you won't find it available and could cause crashes.

As long as you're building the module, keep all the custom content, unpacked, in the override folder. Pack it inside an hak (or in the Campaign folder) before releasing it. This way you'll have more control over the workflow and be sure that nothing is overriding something else (like 2 placeable.2da, 2 models with the same name, etc).

You can organize the Campaign directory, and the override directory, with any number of subdirectory, there won't be any problem, the game will search the entire folder, and any subdirectory inside. This way you can keep it clean and organized, for instance, by separating all the textures in a texture folder, al the models in a models folder and the 2das in a 2da folder, or by author name, in order to keep track of what you're using. You can rename the folders with any name you want, there's no need to keep the name the author set, but not the files, the files must keep their original name.

Hope this will help

Modifié par Artemis Absinthe, 08 mars 2013 - 03:26 .


#27
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
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Thank you very very much for the explanation the fog has cleared a little bit now !

I am now going to use these mushrooms because of all of the effort you've put in to help me. At some later date a 2da will be merged but for now I'm going to stick with one custom placeable per module and use a hak when testing having removed the 2da file from the override first so I wont scramble previous modules with the latest version.

The problem I had with the mushrooms not appearing in the placeables list was because they don't exist there and can only be found in the appearance part of the properties tab. So I am now going to create all sorts of mushroom blueprints to put around the place along with a man called Artemis who will become the leader of the oppressed slaves in the mushroom mine !

Once again many thanks for your patience and perseverance it's much appreciated.

#28
Artemis Absinthe

Artemis Absinthe
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you're welcome

Modifié par Artemis Absinthe, 08 mars 2013 - 03:49 .