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Calister placeables


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260 réponses à ce sujet

#226
Calister68

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Interesting, I didn't think to flip the walkmesh texture^_^

If you agree, I'll update the file on nexus with the two "new" placeables -of course, you'll get credit for this.

#227
rjshae

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Calister68 wrote...

Interesting, I didn't think to flip the walkmesh texture[smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie]

If you agree, I'll update the file on nexus with the two "new" placeables -of course, you'll get credit for this.


Flip the texture? I guess the Blender import/export might have done that. All I did was add a side mesh and tweak the faces ever so slightly so they didn't overlap.

Anyway, please feel free. You don't need to credit me--it's your work. Thanks.

:)

Modifié par rjshae, 19 novembre 2013 - 09:19 .


#228
andysks

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Hey Calister, congratulations on an awesome release.
I will wait until PJ's work is finished, because now I will just mess my 2das if I try to use this, but once my campaign gets out, be sure you'll see a lot of these placeables around :).

#229
rjshae

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I signed on and tried to do the endorsement thing on the nexus site, but it said I hadn't downloaded it. I downloaded it again and then it said I had to wait 15 minutes to endorse. I waited 15 minutes and tried to endorse, then it said I hadn't downloaded it. Tried the whole routine again--same thing. Stupid piece of &#$%@ software.

:blink:

Ah well.

#230
Calister68

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Thank you Andysks, and don't forget to post some screenshots !

rjshae : don't worry about the endorsement, I'm more interested by the number of dl, which gives an indication of the number of people interested by this stuff.^_^

#231
ColorsFade

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Totally downloading this soon. Great work Calister. Just great work.

#232
kamal_

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As a file for builders it won't get downloaded as much as something people can play. But since those modules will include your work, it will get seen by more than download the package.

#233
MokahTGS

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Calister68 wrote...

Thank you Andysks, and don't forget to post some screenshots !

rjshae : don't worry about the endorsement, I'm more interested by the number of dl, which gives an indication of the number of people interested by this stuff.^_^


This is getting added to Jabberwocky as we speak.  The mushrooms already got added.

#234
MokahTGS

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Hey, quick question/suggestion: What are the exact lines in the tiles.2da and the metatiles.2da that have been altered? I'm already using a ton of custom tiles and merging your stuff in would be a heck of a lot easier if I didn't have to search all over the place.

Maybe add that info to the ReadMe. These are sweet by the way...

#235
kamal_

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MokahTGS wrote...

Hey, quick question/suggestion: What are the exact lines in the tiles.2da and the metatiles.2da that have been altered? I'm already using a ton of custom tiles and merging your stuff in would be a heck of a lot easier if I didn't have to search all over the place.

Maybe add that info to the ReadMe. These are sweet by the way...

Calister has reservede 2da ranged on the wiki, at least for metatiles and placeables (it's spelled with a K under placeables, but I assume it's Calister. There are not any tiles.2da reservations yet. I reserved a big chunk of tiles.2da since I needed the space for my project and I saw Calister hadn't reserved anything there yet but had reserved elsewhere, so I figured the tiles he is making are all metatiles.

Modifié par kamal_, 20 novembre 2013 - 06:33 .


#236
PJ156

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Unfortunately, through no fault of his own, calister has reserved line already populated in Kanbyens 2da by Abbots signs and Kurogo's Japanese garden placeables.

I have put calisters work from 20500 onwards.

I did put a post into this thread a while back but I guess it got lost in the noise.

There is room from 22500 to 23000 where anthraxite banners start. I have started calisters mushrooms on 22500 and lights on 22600. I was planning to put this new content (the placeables) on 22800 and the jars on 22900.

Plenty of room for expansion I would say Image IPB

Also, if calister sees this post I will volunteer to move his reserved lines and block out the correct reserved lines for abbot and Kurogo. Though they desever less, the cads. 

PJ

Modifié par PJ156, 20 novembre 2013 - 06:41 .


#237
Calister68

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Thanks all for your support!

kamal: yes, that's one of the things that motivates me !
mokah : don't forget to post some screens^_^
PJ : thank you for your work. Do I have to do something ?

Modifié par Calister68, 20 novembre 2013 - 07:14 .


#238
MokahTGS

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kamal_ wrote...

MokahTGS wrote...

Hey, quick question/suggestion: What are the exact lines in the tiles.2da and the metatiles.2da that have been altered? I'm already using a ton of custom tiles and merging your stuff in would be a heck of a lot easier if I didn't have to search all over the place.

Maybe add that info to the ReadMe. These are sweet by the way...

Calister has reservede 2da ranged on the wiki, at least for metatiles and placeables (it's spelled with a K under placeables, but I assume it's Calister. There are not any tiles.2da reservations yet. I reserved a big chunk of tiles.2da since I needed the space for my project and I saw Calister hadn't reserved anything there yet but had reserved elsewhere, so I figured the tiles he is making are all metatiles.


Unfortunately it's exactly the tiles.2da that is giving me a headache.  Hopefully he'll see this and get things fixed up...I have areas to redo.. :lol:

#239
PJ156

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Calister68 wrote...

PJ : thank you for your work. Do I have to do something ?


Not if you are happy for me to move your reserved ranges and put the existing stuff where it needs to be. Otherwise you need to move your reserved range to at least 20500 to be safely away from existing content. Its a shame that not all used have reserved ranges when they created content but this lines got fixed in cement when Kanbyen did his 2da.

If it would be easier I can move the reserved lines and subdivide your reserved ranges by packages?

PJ

#240
rjshae

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I'll bet there are many, many reserved ranges that will never be used to their full extent. Perhaps those can be reclaimed from old projects that have never seen the light of day?

#241
PJ156

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I agree, the whole 2da could be tightered up a lot but its a lot of work and new work should be backwards compatable.

In the end it does to harm to let it grow methinks.

PJ

#242
Tchos

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I'm with PJ on that, assuming there's no upper bound on the numbers. It does increase the file size to keep adding new rows, but as a text file, the size is still manageable.

It would be a fraction of its size, however, if the popular 2DA editors didn't use multiple spaces to separate the fields instead of tabs. I have my 2DAs all using single tabs, which compresses it dramatically. I wasn't happy to see those all converted back into spaces when I opened and resaved in TLK Editor, so I always edit my 2DAs with a plain text editor.

#243
MokahTGS

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Tchos wrote...

I'm with PJ on that, assuming there's no upper bound on the numbers. It does increase the file size to keep adding new rows, but as a text file, the size is still manageable.

It would be a fraction of its size, however, if the popular 2DA editors didn't use multiple spaces to separate the fields instead of tabs. I have my 2DAs all using single tabs, which compresses it dramatically. I wasn't happy to see those all converted back into spaces when I opened and resaved in TLK Editor, so I always edit my 2DAs with a plain text editor.


Is there an easy way to convert spaces to tabs in a txt file?


edit:  Found it---> convert spaces to tabs in a txt file

Modifié par MokahTGS, 20 novembre 2013 - 08:54 .


#244
Tchos

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I use find/replace to replace all instances of 2 spaces into 1 space, done over and over until there are no more instances of 2 spaces, then I find/replace all spaces into tabs. Depending on your editor, "tab" might be represented as something like ^t or \\t.

#245
rjshae

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Well there's tabspace. I haven't tried it though.

#246
Calister68

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As english is not my mothertongue, I must admit it's hard to follow your explanations^_^

Yes, for the tiles.2da, I've done something... unusual. There are no ranges reserved, because there are no new lines in my tiles.2da: as these tiles are variations of the nwn2 tilesets, I've simply declared it as new variations in the tiles.2da (for example, the crypt "open_floor" is now set to 2 variations, instead of 1). I'm almost sure nobody has done variations like this in the past, so I thought it would not cause a problem ? Is it possible to reserve variations like this in the wiki ?

PJ : no problem, you can move the reserved ranges as you want.

Modifié par Calister68, 20 novembre 2013 - 08:55 .


#247
MokahTGS

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I just tested my link above and my placeable.2da went from 9.6mb to 3.4mb.

#248
MokahTGS

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Calister68 wrote...

As english is not my mothertongue, I must admit it's hard to follow your explanations^_^

Yes, for the tiles.2da, I've done something... unusual. There are no ranges reserved, because there are no new lines in my tiles.2da: as these tiles are variations of the nwn2 tilesets, I've simply declared it as new variations in the tiles.2da (for example, the crypt "open_floor" is now set to 2 variations, instead of 1). I'm almost sure nobody has done variations like this in the past, so I thought it would not cause a problem ? Is it possible to reserve variations like this in the wiki ?

PJ : no problem, you can move the reserved ranges as you want.


There isn't a problem...we just need to know to which lines changes were made.

#249
Calister68

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Changes were made in the lines : 38, 98, 158, 217, 218, 269.

#250
rjshae

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MokahTGS wrote...

I just tested my link above and my placeable.2da went from 9.6mb to 3.4mb.


Sweet!