does anyone if the issue of being unable to use custom maps has been resolved? I've found numerous posts discussing the problem but no solutions.
custom maps
Débuté par
Lady Honor
, mai 21 2016 12:50
#1
Posté 21 mai 2016 - 12:50
#2
Posté 21 mai 2016 - 02:54
Custom "maps"? As in mini-maps? Levels? Textures?
#3
Posté 21 mai 2016 - 03:08
world maps and city maps.
#4
Posté 21 mai 2016 - 04:05
#5
Posté 21 mai 2016 - 05:22
I've tried just the basics so far. I followed the tutorial here with a map I had redone of the denerim city map for a night level. I couldn't get it to export in dds format because it's not a component of 2, so I made it a tga. the only change I made to it was tinting it an dark blue, but I have other city maps I'm going to need for other cities I've made. anyway, I did all the language extensions and the 2das. it shows up beautifully in the toolset, but I get the gray square in the top left hand corner. I'll give you a heads up on I'm an idiot when it comes to images and texturing, so I may never get this to work. Lol but I would appreciate if someone would at least try to help.
#6
Posté 21 mai 2016 - 05:24
btw your map is awesome. mine will probably look something like the one in the demo. lol
#7
Posté 21 mai 2016 - 07:20
I couldn't get it to export in dds format because it's not a component of 2
Save it as 8.8.8.8 ARGB 32 bpp unsigned with no mipmaps.
#8
Posté 21 mai 2016 - 08:23
umm what's a good program to use to export with those options? I'm using gimp and it doesn't give me 8.8.8.8 or unsigned options.
#9
Posté 21 mai 2016 - 08:39
<DA install dir>\tools\ResourceBuild\Processors\nvdxt.exe
From a command window (DOS box) or a batch script, use the command:
Optionally, you can also append:
From a command window (DOS box) or a batch script, use the command:
nvdxt -u8888 -nomipmap -quality_highest -file input.tgaIt will complain about the dimensions not being a power of 2, but will process it anyway.
Optionally, you can also append:
-output output.ddsto the end if you want to specify a different output filename.
#10
Posté 21 mai 2016 - 09:25
ah I miss the days of DOS where everything wasn't point and click. this I can do but I'll have to try it later. got to get a little sleep before going to a toddler's bday party. thank you for your help. I'll let you know how it goes.
#11
Posté 23 mai 2016 - 07:08
tried it, but still getting the blank book with a little grayn box in the upper left corner. my map pins show up correctly, but that's it.
#12
Posté 23 mai 2016 - 08:46
Darth, I really appreciate your help, but don't worry with it anymore. I found a tutorial quite by accident looking for a solution to another issue and there are a ton of things I did wrong listed in it. in case anyone else has issues with this problem, here is a link to that tutorial. I really hope it posts correctly. I don't get a lot of posting options on a cellphone. grrrr....
http://timelorddc.bl...part-1.html?m=1
they really should make a sticky or something with this. thank you again.
http://timelorddc.bl...part-1.html?m=1
they really should make a sticky or something with this. thank you again.
#13
Posté 23 mai 2016 - 09:02
The ID has to be between 0 and 255. Anything over that and the map will not work in-game and you will see the infamous grey square at the top left.
Looks like the map GDAs suffer from the high ID range bug, so make sure you keep your IDs under 255.
Use the original map as a template to make sure yours is the right size. It is 912 x 687. Although I assume you are already doing that if you were getting the not divisible by 4 error.
The forum thread Timelord linked to mentions that TGA maps will only work in the toolset, not in the game.
#14
Posté 23 mai 2016 - 10:58
I think the ID thing is my main problem. I've been using 950000 range for most of mine. oops.
#15
Posté 23 mai 2016 - 11:00
well what's the point telling you to make a tga? ugh. I should read more carefully. lol
#16
Posté 23 mai 2016 - 11:09
one last post and I'll move on...hopefully. lol the mod I'm making uses all Ferelden default maps for now, but eventually it will take the player to another land by ship...a four day journey. for the area outside of ferelden, my plan is to make a city map of the new area that sort of looks like another world map giving the player access to other kingdoms areas, but you can still use the world map to go back to ferelden. so figuring out how to put maps in there is kind of improtant. I have considered just having a little guy with a wagon and ox take you around to different places via transitioning thru dialog, but I want to use that only as a last resort.
#17
Posté 23 mai 2016 - 11:09
one last post and I'll move on...hopefully. lol the mod I'm making uses all Ferelden default maps for now, but eventually it will take the player to another land by ship...a four day journey. for the area outside of ferelden, my plan is to make a city map of the new area that sort of looks like another world map giving the player access to other kingdoms areas, but you can still use the world map to go back to ferelden. so figuring out how to put maps in there is kind of improtant. I have considered just having a little guy with a wagon and ox take you around to different places via transitioning thru dialog, but I want to use that only as a last resort.
#18
Posté 23 mai 2016 - 11:10
oops lol





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