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Buttons & Levers (For Floors and Walls)


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#226
Psionic-Entity

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Pretty cool!

 

I was wondering if it would be possible to use (as in change states) placeables like this without necessarily flagging them as "usable" in the toolset. I've been looking for a way to make levers and buttons move via script instead of forcing them to be highlighted whenever someone hits "Z".



#227
kevL

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I also downloaded PJ156's placeables.2da file from his cornucopia, but I see that it's full of spaces instead of tabs (which would explain why it's so huge). Isn't there another version with tabs instead of spaces?

Once you have a .2da you like but that has spaces instead of tabs, make a quick backup of the file and then open it in a decent texteditor : find its "convert spaces to tabs" routine & voila

i do this routinely with NwN2daEditor (not a texteditor..) and it 'compresses' large .2DAs to about 25% of their original size

So i don't worry about padding, it's just there /shrug.


& thanks for looking into reserving Ranges; it really is on the priority list for a project like this, i believe

#228
4760

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I probably did something wrong, or don't have the credentials, because the range 12880-12999 is again shown as "available".

 

& thanks for looking into reserving Ranges; it really is on the priority list for a project like this, i believe

 

Good news, the 12880-12999 range is now reserved for this package.  :) By the way, due to SoZ containing a duplicate line 2534, I'll start at 12879 (that one off numbering explains why Lance didn't get the right appearance during the tests).

 

I also reserved the range 801-825 for the trapdoors (in doortypes.2da); so the override version should be easy to install (just copy/paste in your existing 2da).

I'll need a few days to reset the blueprints and update the placeables.2da, but I'll start right now.



#229
Lance Botelle

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Good news, the 12880-12999 range is now reserved for this package.  :) By the way, due to SoZ containing a duplicate line 2534, I'll start at 12879 (that one off numbering explains why Lance didn't get the right appearance during the tests).
 
I also reserved the range 801-825 for the trapdoors (in doortypes.2da); so the override version should be easy to install (just copy/paste in your existing 2da).
I'll need a few days to reset the blueprints and update the placeables.2da, but I'll start right now.


Hi Thierry,

UPDATE: The line *is* duplicated (as you say), but it did not show unless I used a basic text editor, like notepad. HOWEVER: I have removed it from my own placeables.2da by the looks of it ... after checking my own file with notepad!

I wonder if I removed the duplicate line some time ago, as I do have SoZ, but I don't have that duplicated line. So, just to be clear, when you start your pack at 12879, will that be 12789 for me too? (Remember, I don't have the duplicated line. I must have removed it some time ago.)
 
Just as I got it all working from 6000 as well .... ;)

EDIT: I just double checked my OC SoZ placeables.2da (zipped in data folder), and it does not have the double entry. Do you have some other package (MoW perhaps? - I don't have that) that doubles the entry. Or, maybe some SoZ packages don't have the double entry? (I have diamond and non-diamond versions, but cannot recall which version is installed.)
 
Any ideas?

2534.jpg

Cheers,
Lance.



#230
kevL

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suggestion: create the pack as if everything it relies on is correct

 

that is, don't go second guessing things, 'cause that's just putting a kludge on top of an error ...

 

 

right?



#231
kevL

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EDIT: I just double checked my OC SoZ placeables.2da (zipped in data folder), and it does not have the double entry. Do you have some other package (MoW perhaps? - I don't have that) that doubles the entry. Or, maybe some SoZ packages don't have the double entry? (I have diamond and non-diamond versions, but cannot recall which version is installed.)

nwn2daEditor appears to correct mask it on load

check it with a text editor, Lance.



#232
Lance Botelle

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nwn2daEditor appears to correct mask it on load

check it with a text editor, Lance.


Well spotted KevL!

That's it! Yes! When viewed with a text editor, the line *is* duplicated. Well. I never knew that! :o

HOWEVER: I have removed it from my own placeables.2da by the looks of it ... after checking my own file with notepad!

Cheers,
Lance.

#233
Lance Botelle

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suggestion: create the pack as if everything it relies on is correct
 
that is, don't go second guessing things, 'cause that's just putting a kludge on top of an error ...
 
 
right?

 

Hi KevL,

 

So, how does this work then, bearing in mind some people may or may not have the extra line? Wouldn't it also be dependant upon the editor they are using to edit the file?

E.g. I have SoZ (whose official 2da has the extra line, but my own does not). And if I used editors other than notepad, I would be none the wiser about the extra line anyway ... and so where would the editor put the new lines?

Do you see my confusion?

Lance.



#234
kevL

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i don't know, Lance. idk!

i've gotten used to having an attitude: build it however you want, & I'll fix it however I want.


so,

 

[edit] look at it this way, there's a row number that's duplicated in the .2da



#235
4760

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So, how does this work then, bearing in mind some people may or may not have the extra line? Wouldn't it also be dependant upon the editor they are using to edit the file?

The line number itself is not used by NWN2, it's just here for us human readers. However, its *position* in the file is important. So, if you removed/renumbered the second line #2534, your line #6000 will actually be in position #6001 (remember the first line starts at 0).

However, most (if not all) packages created based on SoZ placeables.2da will have line #6000 in position #6002.

 

This explains why there was this one off issue during the tests, and as KevL said:

 

 

that is, don't go second guessing things, 'cause that's just putting a kludge on top of an error ...

I'll just start at line #12880, which will in fact be shown as #12881 in the toolset, but actually be located at position #12882 since the first line is numbered 0.



#236
Lance Botelle

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The line number itself is not used by NWN2, it's just here for us human readers. However, its *position* in the file is important. So, if you removed/renumbered the second line #2534, your line #6000 will actually be in position #6001 (remember the first line starts at 0).
However, most (if not all) packages created based on SoZ placeables.2da will have line #6000 in position #6002.
 
This explains why there was this one off issue during the tests, and as KevL said:
I'll just start at line #12880, which will in fact be shown as #12881 in the toolset, but actually be located at position #12882 since the first line is numbered 0.


At the very least I will know if I have to move everything on by one line *if* things don't look right. :)

Cheers,
Lance.

#237
Lance Botelle

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i don't know, Lance. idk!

i've gotten used to having an attitude: build it however you want, & I'll fix it however I want.


so,
 
[edit] look at it this way, there's a row number that's duplicated in the .2da


Yes. :)

Cheer,
Lance.

#238
4760

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Now released!

 

New vault

 

Nexus

 

 

Too big for the old vault (override version 70 MB, hakpack 89 MB).


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#239
Lance Botelle

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Now released!
 
New vault
 
Nexus
 
 
Too big for the old vault (override version 70 MB, hakpack 89 MB).


Hi Thierry,

Congrats on the release!

Excellent package.

Lance.

#240
rjshae

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Yes, thank you for the additions. Its good to have new capabilities.



#241
4760

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You're welcome!



#242
Tchos

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Good stuff!  Very nice to have more animated placeables.



#243
PJ156

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OK, I just reserved the range "12880-12999".

I also downloaded PJ156's placeables.2da file from his cornucopia, but I see that it's full of spaces instead of tabs (which would explain why it's so huge). Isn't there another version with tabs instead of spaces?

 

I fixed that if you want to use the 2da. 

 

When I get to the next update I will include this is that is okay?

 

PJ



#244
4760

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Absolutely!

 

By the way, as I added the 6880 lines I needed with Excel (quicker, and saving as tab separated file), I'm afraid I used the range 12880 to 12940 (and even more, as I've already added two more placeables today - still work in progress though:

 

12941 is a stone bridge (yes, RWS and others have made some already, but I found this model quite nice...

901-1-1402089456.jpg

 

and it can be used several times for a longer bridge!

901-2-1402089456.jpg

 

But the bridge I had in mind (#12942) is this one!

901-5-1402089457.jpg

 

Now that I got the walkmesh right (curve, not plane  ;) )

901-3-1402089539.jpg

 

I'll start working on making it move (wind, weight of the creature)

901-1-1402089538.jpg


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#245
4760

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Hi Thierry,

Any updates you make to this ... or as new haks ... I welcome if you are able to make them available. :)

Like you, I need to get back to the module proper now, but keep me updated of anything you do new.

Again ... Many Thanks !

Lance.

He he he, I got side-tracked again and my campaign hasn't progressed at all.

But I've got tintable chests, tintable coffins, new chests, new coffins and more importantly slower animations for some levers and other placeables!

Gimme a few days to clean the folders, make some more testing and upload the new packages.



#246
Lance Botelle

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He he he, I got side-tracked again and my campaign hasn't progressed at all.
But I've got tintable chests, tintable coffins, new chests, new coffins and more importantly slower animations for some levers and other placeables!
Gimme a few days to clean the folders, make some more testing and upload the new packages.


Interesting ... OK,

Lance.

#247
rjshae

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Here's some feedback for 4760:

  • I was checking out 4760's buttons in the Cornucopia and I noticed that they sparkle as the view is moved about. The most likely reason for this is that the DDS textures are missing their mipmaps.
  • The same sparkly texture issue seems to occur with the Marine Chest placeable from the Chests set. BTW I really like the Chest Steel model; that's a nice addition. Unfortunately the close sound doesn't quite sync up with the animation.

And for PJ:

  • Note that the Cornucopia only shows eight buttons in the blueprints. I think there are a lot more.
  • The Chest Treasure dome placeable from the 4760 chests seems to be missing a texture.

:)



#248
4760

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Maybe I didn't know how to add mipmaps at the time... Does it look better with these textures?

 

About the close sound out of sync, do you mean the animation is longer than the sound?



#249
rjshae

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Maybe I didn't know how to add mipmaps at the time... Does it look better with these textures?

 

That's much better. :)

 

About the close sound out of sync, do you mean the animation is longer than the sound?

 

Yes; enough to be quite noticeable.



#250
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OK, then I've got two options: either quicken the animations (doubling the speed) or find a slower sound.