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[SOLVED] Missing some door MDB's, wondering if anyone knows where to find them.


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#1
ColorsFade

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I am missing some door MDB files. I have the UTD files, but not the MDB, so they are not showing up in the toolkit. 

 

The zip file I have is called doortypes_V1.7z. 

 

Some UTP files it has: 

 

e_doora1.UTD

plc_dr_cave25.UTD

rws_caveent2.UTD

tup_sew_dr_door01.UTD

 

All total there's 72 UTD files I have that I do not have corresponding MDB files for. 

 

Any help is appreciated. I'd really like to get some round doors for RWS_Dark_Ruins. 

Thanks all, 

 



#2
rjshae

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The Dark Ruins download includes the round door--model name plc_dr_roll.mdb.



#3
ColorsFade

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Thanks RJ. That's the only door I really care about. 

 

Would like to get the rest sometime. I am wondering if the Zip I have wasn't something PJ concocted. Maybe I'll ping him. 

 

I have to say... it sure is fun building areas with RWS's stuff. 



#4
ColorsFade

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Door still not working... 

 

I have the PLC_DR_ROLL.MDB and PLC_DR_ROLL_01.MDB files, a long with the GTR files, in my campaign folder. The doors.2DA has an entry in line 593 (technically like 597 in the spreadsheet) for that door, and my own doors.2DA has the same entry. 

 

However, no work. I have a ruindoor.UTD in my override folder as well. 

 

I've tried placing a door down and changing the appearance in the property pane, but I cannot see the RuinDoor in the allowable types of the dropdown. 

 

Any clues?



#5
rjshae

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Did you check the very top and very bottom of the appearance types menu?



#6
ColorsFade

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Found the problem RJ. 

 

I did check the entire list Appearance List, and it wasn't there. But looking at the list made me realize that a LOT of appearance types were not in there.. 

 

So I did a search on doortypes.2da in my campaign folder and found out that another doortypes.2da was overriding mine. I got rid of it, and bingo: door. 

 

So your answer got me pointed in the right direction, thinking down the right path. 


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#7
ColorsFade

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Okay, new problem: The door shows up in the Toolkit, but when I load the area it is not present. 

 

Ideas?



#8
rjshae

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The round door worked for me when I tested it.

 

You could try loading a new module with a single, simple interior area (all open floors) and plonk the door down in the middle, bake, and see if it shows up when you run it. That will tell you whether the door itself is okay.



#9
ColorsFade

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So here's some more weird information: if I mark the door as static, it shows up. Of course, it can't be used and the characters can walk right through it... 

 

Why would that happen?



#10
4760

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I think there was some known bug with the round door in an RWS tileset (maybe it's this one?), where the door would show only from one side but not from the other. If I remember correctly, there was a fake door to put on the other side as a workaround.



#11
ColorsFade

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What I read about the round door is this: 

 

  • Depending on how it is placed, the round door placeable will not be accessible from the other side. This can not be corrected without rebuilding the door in 3ds then modifying the tiles to match. The alternative door opening is provided as a work-around for doors that players need to access from both sides.

Which seems to indicate that it's just a problem with opening/closing the door. I didn't mind that - I intend for the PC to only be going one-way when they use these doors. 

 

The problem I'm having is that they simply don't show up once you run the game. In the Toolkit editor they are there, and I can place them, but in the game they don't show up. This is the first time I've encountered this specific problem with an blueprint that doesn't show in game, but shows in editor. 

 

It's pretty troubling. 



#12
rjshae

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Yes, that was the problem I ran into. The link point on the door did not line up with its centerline, so the hook points in the tileset for the round door openings were not lined up along the tile edges (in order to center the door). That meant you could activate the door if you were in the tile where the door was hooked, but not from the other side. This was a design flaw in the original tileset. I didn't have the necessary modelling tool (3DS) to fix that, and, even then, it would still require re-doing all of the tiles with the round door opening.

 

But that shouldn't impact whether the door appears or not; you just wouldn't be able to open it from one side in the tileset. I'm just wondering whether the door is actually there, but hidden from sight in some manner.



#13
ColorsFade

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The round door worked for me when I tested it.

 

You could try loading a new module with a single, simple interior area (all open floors) and plonk the door down in the middle, bake, and see if it shows up when you run it. That will tell you whether the door itself is okay.

 

Did this. Door works. 

 

So now what? What could cause it to not work in my campaign?



#14
ColorsFade

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Well, I've narrowed it down to the doortypes.2da file. 

 

I have my own doortypes.2da file, and the Dark Ruins comes with a doortypes.2da file inside a HAK. If I include the HAK, it overwrites my doortypes.2da and the door appears. 

 

To makes sure it was only the 2DA file, I removed the HAK and ran it again. No door appeared. So then I took the doortypes.2da out of the HAK and put it in my override folder. The door appeared. The remainder of the files in the HAK I already have as loose files in my campaign folder. 

 

So it seems clear it's the 2da file. 

 

I looked in both 2da files and on line 597 is the entry for the RuinDoor, and both are exactly the same. My 2da has the identical entry as the RWS one. I can't figure this out.. 

 

So I am unsure what could be making a difference... My 2DA should work. I really don't want to have to include the HAK for this one module if I don't have to. 



#15
ColorsFade

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Solved, but I do not understand the mechanics of it. 

 

Apparently, this door prefers to have its 2da file in a HAK. You can't have doortypes.2da as a loose file in your campaign folder and make this work. 

 

I remove the rws_round_door.HAK from my HAK folder. Then I took all my 2da files (which I had in a 2DA directory under my Campaign folder) and put them into a HAK file of their own. Then I put my DarkSky2da.HAK file in the HAK folder, associated it with the Module, and it worked. 

 

Someone explain that to me... because that's just weird. 



#16
4760

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In that case, it could come from a bad formatting of one of the lines above line 593 (or 597 depending on how you count), like a space too many or a value missing, in both cases creating a unexpected line return.

Edit: this was suggested for the post before, about 2da with the same line but one not working.

Modifié par 4760, 11 juillet 2014 - 09:04 .


#17
andysks

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Hmm, Colors I work with doors from my campaign folder and never had a problem. I have actually all my 2da files in there and never had a problem like that. In any case, you might want to download PJs door placeable collection. Something similar to his placeable cornucopia but for doors.

 

P.S Sorry if mentioned before in this thread, I didn't read the whole of it :).