So... when I try to make a builder to player the toolset asks me the location of the user manifest xml, but I've NO IDEA of how to make a user manifest xml file or where to get it?
...thanks :-/
Builder to player "user manifest"
Débuté par
DLAN_Immortality
, janv. 28 2010 08:42
#1
Posté 28 janvier 2010 - 08:42
#2
Posté 28 janvier 2010 - 08:46
Also, in the list to choose what to export I see a load of core game resources that I didn't modify at all, can I un-mark them if it's something I didn't touch?
#3
Posté 28 janvier 2010 - 08:48
Gah, wth are this .cub and .anb and etc that appear here to export that I don't even know what they are!!!?!?!
Why is creating a player package so complicated and more importantly, why isn't it explained properly in the wiki? :-(
Thanks :-(
Why is creating a player package so complicated and more importantly, why isn't it explained properly in the wiki? :-(
Thanks :-(
#4
Posté 28 janvier 2010 - 08:56
Okay, sorry for the multiple posts but questions about this keep popping up...
I've modified some .dlg and .stg from the original OC, but those do not appear in the list.
Thanks :-(
I've modified some .dlg and .stg from the original OC, but those do not appear in the list.
Thanks :-(
#5
Posté 28 janvier 2010 - 10:29
Well, I don't really know anything about that function. Used it once, but I'm not sure how well it worked. One of the items supposedly in the package didn't work in-game when tested by a friend.
If you don't have a user manifest, it will ask you to create one, I think, when you've checked all the things you want to export.
Uhhh, let me think...
Oh, yes! Some things don't appear in the checklist, because they have to be added into an erf-package that you then have to insert in the dazip file. I think that is so, because textures have to be added into an erf-package, and then put inside the dazip manually. Don't know if there is another way.
I haven't tried this extensively, but I have a dazip file, that tries to follow the structure of BioWare's DLCs, with 2das in one erf-package, and so on.
I can send you my dazip, and let you butcher it, if you will.
Or you could do it by trial-and-error. Might be better to do the latter, I think.
If you don't have a user manifest, it will ask you to create one, I think, when you've checked all the things you want to export.
Uhhh, let me think...
Oh, yes! Some things don't appear in the checklist, because they have to be added into an erf-package that you then have to insert in the dazip file. I think that is so, because textures have to be added into an erf-package, and then put inside the dazip manually. Don't know if there is another way.
I haven't tried this extensively, but I have a dazip file, that tries to follow the structure of BioWare's DLCs, with 2das in one erf-package, and so on.
I can send you my dazip, and let you butcher it, if you will.
Or you could do it by trial-and-error. Might be better to do the latter, I think.
#6
Posté 28 janvier 2010 - 10:37
Some file types you need to export to local first. If you have the file open in the toolset and right click on its tab, you get that option. I think stages do. Then they should show up when making a builder-to-player export.
When it asks for the user manifest, if you don't have one just click cancel. You get the option to save one once you have done the builder to player export. It just saves having to select which files you want every time you do an export.
You don't need to select anything that is a core resource - it's often easier to deselect all first and then just select the things that are in your addin.
When it asks for the user manifest, if you don't have one just click cancel. You get the option to save one once you have done the builder to player export. It just saves having to select which files you want every time you do an export.
You don't need to select anything that is a core resource - it's often easier to deselect all first and then just select the things that are in your addin.
#7
Posté 29 janvier 2010 - 01:26
The user manifest is a list of files to be distributed. The first time you make builder2player, say cancel when the tollset asks for it, like fluffy said. At the end of the export you'll get to save the manifest as a new file, so next time you'll have something to open. As far as I understand it, if you do more changes and want to repeat the process later with the same files, you can open the user manifest at the beginning and your files will be properly selected.
You don't need to tick the things you didn't touch. You may as well go to core/override and delete them there. The toolset exports this stuff even when you don't want it to: say when you export a script, all its dependencies right up to the header files will be exported as well. Just make sure you select everything you did change, and files with the same names like those you changed. For example, if you changed a plot some_plot.plo. you'll want to distribute plt_some_plot.nss; or if you changed some_script.nss, you'll want some_script.ncs as well.
The dialog files and stages you changed should by all means appear in the list. Can you find them in your override folders?
You don't need to tick the things you didn't touch. You may as well go to core/override and delete them there. The toolset exports this stuff even when you don't want it to: say when you export a script, all its dependencies right up to the header files will be exported as well. Just make sure you select everything you did change, and files with the same names like those you changed. For example, if you changed a plot some_plot.plo. you'll want to distribute plt_some_plot.nss; or if you changed some_script.nss, you'll want some_script.ncs as well.
The dialog files and stages you changed should by all means appear in the list. Can you find them in your override folders?
#8
Posté 29 janvier 2010 - 09:24
Thank you so much, guys! I will try tonight again.
I have some other questions:
1-The core game things I didn't touch but still appear there: Then should I "Empty export directories" before I use the builder to player or just go there and delete them manually from the folder? They are core scripts and core plots that are referenced by my files only, I did not modify them in any way.
2- The .stg and .dlg that I modified work perfectly in game, so it means that they should be there somewhere... :-/ I'll check again, but yesterday I didn't see them anywhere. :-/
3- I also see some .cub and .anb and other stuff that for sure I didn't create, what are those?? :-/ do I need them?
4- I do have things posted to local. All the wav files and all the FaceFX files. What's that .erf thing you guys were saying? I have to create an erf with this things or should I add them as they are and the thing gets created alone or... ??
Thanks for your help! Much appreciated! ;_;
I have some other questions:
1-The core game things I didn't touch but still appear there: Then should I "Empty export directories" before I use the builder to player or just go there and delete them manually from the folder? They are core scripts and core plots that are referenced by my files only, I did not modify them in any way.
2- The .stg and .dlg that I modified work perfectly in game, so it means that they should be there somewhere... :-/ I'll check again, but yesterday I didn't see them anywhere. :-/
3- I also see some .cub and .anb and other stuff that for sure I didn't create, what are those?? :-/ do I need them?
4- I do have things posted to local. All the wav files and all the FaceFX files. What's that .erf thing you guys were saying? I have to create an erf with this things or should I add them as they are and the thing gets created alone or... ??
Thanks for your help! Much appreciated! ;_;
#9
Posté 29 janvier 2010 - 09:50
I think the core game files appear even if you haven't modified them. They're not exported, at least they were not for me, so just uncheck everything, then check the files you need.
The .stg and .dlg files you modified have to be added separately into an .erf package. I would suggest doing it as BioWare did, naming the .erf designerdialogs.erf and add all .dlgs in there, and the .stg files in designercutscenes.erf.
Don't know why they have laid it out like that, or if there is another way, but that's the way I'm currently doing. It's strange that they don't appear in the list, but I have no idea why. They don't appear for me either.
I'm not sure, you might need them. They have something with cutscenes to do. That's my guess. You did create them, or the toolset did, when you exported your cutscenes or stages. The .anb has something to do with animations, I wager.
About the .erf package, I'm not sure. The toolset creates one or two, where it dumps all things together in one heap, basically. If you look at BioWare's official DLC, they have many .erfs, almost one for every kind of file. One for areas, one for creatures, one for cutscenes, and so on.
Don't know about the wav files. I can't see any wav files in their folder for Warden's Keep, only .fev and .fsb files. The FaceFX ones, though, seems to have an .erf of it's own.
So, to make your own .erf, just duplicate the first one created by the toolset, when you've opened the .dazip, and rename them according to how the DLC ones are named. I think that should work, but I don't know, I haven't done much testing, only a lot of guessing, that may or may not be correct.
Hope something of it helps.
The .stg and .dlg files you modified have to be added separately into an .erf package. I would suggest doing it as BioWare did, naming the .erf designerdialogs.erf and add all .dlgs in there, and the .stg files in designercutscenes.erf.
Don't know why they have laid it out like that, or if there is another way, but that's the way I'm currently doing. It's strange that they don't appear in the list, but I have no idea why. They don't appear for me either.
I'm not sure, you might need them. They have something with cutscenes to do. That's my guess. You did create them, or the toolset did, when you exported your cutscenes or stages. The .anb has something to do with animations, I wager.
About the .erf package, I'm not sure. The toolset creates one or two, where it dumps all things together in one heap, basically. If you look at BioWare's official DLC, they have many .erfs, almost one for every kind of file. One for areas, one for creatures, one for cutscenes, and so on.
Don't know about the wav files. I can't see any wav files in their folder for Warden's Keep, only .fev and .fsb files. The FaceFX ones, though, seems to have an .erf of it's own.
So, to make your own .erf, just duplicate the first one created by the toolset, when you've opened the .dazip, and rename them according to how the DLC ones are named. I think that should work, but I don't know, I haven't done much testing, only a lot of guessing, that may or may not be correct.
Hope something of it helps.
#10
Posté 29 janvier 2010 - 11:07
Could be nice to have a written procedure for all this :-(
I'll try tonight (though I don't think I'll be able to do much, newbie as I am ;-)). Thank you!! :-)
I'll try tonight (though I don't think I'll be able to do much, newbie as I am ;-)). Thank you!! :-)
#11
Posté 29 janvier 2010 - 06:49
Okay, the stg and the dlg from the OC that I modified are NOT there in the list...
Where are they supposed to be?? They work perfectly in my comp, so how come I they don't appear??
Where are they supposed to be?? They work perfectly in my comp, so how come I they don't appear??
#12
Posté 29 janvier 2010 - 06:55
No idea. Some things don't appear. Textures is another thing that doesn't appear.
The only way I know of, is to use .erf packages, and put them in there, and then repackage them into the dazip.
The only way I know of, is to use .erf packages, and put them in there, and then repackage them into the dazip.
#13
Posté 29 janvier 2010 - 07:23
...how do I do that? :-S cos there's nothing in the wiki about creating an erf yourself so I'm very lost :-/
Thing is, I've exported (without dependant resources) the .dlgs and .stg but I can't find those files physically in my comp either o_o
***
Additional confusion:
In \\Documents\\BioWare\\Dragon Age\\packages\\core\\override i have the FaceFX files for the dlg and stg from the OC I've modified. Cool! They do appear in the builder to player list. No problem here.
In Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ts_cut_blentree i have 130 cub files (that are supposedly "animation blend tree", and I wonder wth that is...) 130? I'm sure as hell I didn't modify 130 OC files!!!! O_O
In Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ts_dlgprev_blentree I have 4 anb that are supposed to be "animation blends" whatever that may be??
I've modified 5 dlg and 5 stg from the OC. ...nothing here makes sense to me. u_u
None of the files in this directories get deleted when I "empty export directories".
Thanks for your patience ;_;
Thing is, I've exported (without dependant resources) the .dlgs and .stg but I can't find those files physically in my comp either o_o
***
Additional confusion:
In \\Documents\\BioWare\\Dragon Age\\packages\\core\\override i have the FaceFX files for the dlg and stg from the OC I've modified. Cool! They do appear in the builder to player list. No problem here.
In Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ts_cut_blentree i have 130 cub files (that are supposedly "animation blend tree", and I wonder wth that is...) 130? I'm sure as hell I didn't modify 130 OC files!!!! O_O
In Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ts_dlgprev_blentree I have 4 anb that are supposed to be "animation blends" whatever that may be??
I've modified 5 dlg and 5 stg from the OC. ...nothing here makes sense to me. u_u
None of the files in this directories get deleted when I "empty export directories".
Thanks for your patience ;_;
#14
Posté 29 janvier 2010 - 09:47
I have no idea, to tell you the truth. I'm walking on thin ice here.
I think that your modified .dlgs and .stgs might be in \\\\My Documents\\BioWare\\Dragon Age\\AddIns\\your mod\\module\\override\\toolsetexport\\
That's where mine are, at least.
The 130 cutscene blend trees, well, I would guess that they are part of your own cutscenes. You know, the animations or the blending between them. But I don't know for sure. But I would dare to say that they are from your cutscenes.
Well, only uncheck everything, don't try to delete them from the export directories. They're not there, as far as I know. It only seems as if they are, but that's because the toolset wants to export them, I think/guess/believe. Make of it what you will, I know as much as you do.
Hope you find some info somewhere
I think that your modified .dlgs and .stgs might be in \\\\My Documents\\BioWare\\Dragon Age\\AddIns\\your mod\\module\\override\\toolsetexport\\
That's where mine are, at least.
The 130 cutscene blend trees, well, I would guess that they are part of your own cutscenes. You know, the animations or the blending between them. But I don't know for sure. But I would dare to say that they are from your cutscenes.
Well, only uncheck everything, don't try to delete them from the export directories. They're not there, as far as I know. It only seems as if they are, but that's because the toolset wants to export them, I think/guess/believe. Make of it what you will, I know as much as you do.
Hope you find some info somewhere
#15
Posté 29 janvier 2010 - 10:51
No the modified dlgs and stgs are not there... Strange, they DO work in game... just can't find them anywhere ¬_¬
The 130 files can't be my cutscenes cos I've only made ONE cutscene, and I know where that one is (it's new, not from the OC).
Any other ideas? Anybody? Bioware? :-/
Thanks ;_;
The 130 files can't be my cutscenes cos I've only made ONE cutscene, and I know where that one is (it's new, not from the OC).
Any other ideas? Anybody? Bioware? :-/
Thanks ;_;
Modifié par DLAN_Immortality, 29 janvier 2010 - 10:51 .
#16
Posté 29 janvier 2010 - 10:59
Can it be that in the properties it says that the "module" and the "owner module" are single player? Maybe I need to change one of those options, or both?
What's the difference between "module" and "owner module" and which should I set to what?
What's the difference between "module" and "owner module" and which should I set to what?
#17
Posté 29 janvier 2010 - 10:59
Well, I think the 130 files are part of your one cutscene, at least if you used many animations. I don't know how it works, but I'm guessing the toolset creates a lot of those blend trees files, for any animations used in a cutscene.
Don't know why you can't find those .dlgs. I'd suggest searching your entire computer, but it sound like you've already done that.
Anyway, I can't say more, because I don't know any more.
Hope you get your answers soon.
Don't know why you can't find those .dlgs. I'd suggest searching your entire computer, but it sound like you've already done that.
Anyway, I can't say more, because I don't know any more.
Hope you get your answers soon.
#18
Posté 29 janvier 2010 - 11:04
Wait. Now that you mention it, In the end I'm not using any cutscene, cos I decided to delete it and only use stages...
So... uhm, yeah. Magic... :-/
So... uhm, yeah. Magic... :-/
#19
Posté 29 janvier 2010 - 11:20
Okay, it seems that if I put my mod as "module" and "owner module", the stg and dlg appear in the list.
I'll ask my boyfriend to test it in his comp... (If i export w/o dependant resources in mine, it works)
I'll ask my boyfriend to test it in his comp... (If i export w/o dependant resources in mine, it works)
#20
Posté 30 janvier 2010 - 06:18
I have played with module and owner module a bit.
Owner module must , with an Addin,be the current working Module. Everything else is just confusing, and potentially goes wrong in all ways, and you can make everything work from within the Addin.
Module must, also with an Addin, be set to either Core, or your current working Module. Both work technically the same, just that with Core the Resource in question will be available to other modules.
If you do that ,the files will solely be exported to \\Addins\\*yourmodule\\****.
And any file in packages\\core is probably a core resource, witch one of your resource depends on. They always get exported when you select "export with dependant resource".
But since you made no change to them, i guess?, these must be deleted. All your stuff is in your module override folder anyway if u did that right.
This is really confusing. lol
Owner module must , with an Addin,be the current working Module. Everything else is just confusing, and potentially goes wrong in all ways, and you can make everything work from within the Addin.
Module must, also with an Addin, be set to either Core, or your current working Module. Both work technically the same, just that with Core the Resource in question will be available to other modules.
If you do that ,the files will solely be exported to \\Addins\\*yourmodule\\****.
And any file in packages\\core is probably a core resource, witch one of your resource depends on. They always get exported when you select "export with dependant resource".
But since you made no change to them, i guess?, these must be deleted. All your stuff is in your module override folder anyway if u did that right.
This is really confusing. lol
#21
Posté 30 janvier 2010 - 10:40
Thank you! Now I get it. :-)
In the end, I set the dlgs and stg that I modified from the game correctly (my module as "Owner module" and "module") and they work fine in my bf's computer. :-)
Some extra things I'd like to know (if you know, of course :-))...
If I make a tlk for my dialogs, then do I also need to include my dlgs? or is the tlk enough?
I didn't include those weird .anb or .cub and the mod seems to work ok in the trest computer (as far as we saw), but still, anybody knows what they are and why they appear in the list? :-/
Any other tip and advise is very very welcome!
Thank you, guys! :-)
In the end, I set the dlgs and stg that I modified from the game correctly (my module as "Owner module" and "module") and they work fine in my bf's computer. :-)
Some extra things I'd like to know (if you know, of course :-))...
If I make a tlk for my dialogs, then do I also need to include my dlgs? or is the tlk enough?
I didn't include those weird .anb or .cub and the mod seems to work ok in the trest computer (as far as we saw), but still, anybody knows what they are and why they appear in the list? :-/
Any other tip and advise is very very welcome!
Thank you, guys! :-)
#22
Posté 31 janvier 2010 - 01:55
Okay. Maybe this will be useful to somebody...
If you override dlgs from the OC (modify them, whatever), and set your own module as "owner module" and "module", then all the original vo goes to the cleaners and you'll end up having a really nice robotic voice for all the chars there. (if you generate vo for your NPC, I mean).
If you made this mess, then you can delete the fsv, fev and the new folder with wavs and whatever else related to that dlg is now in your override directory. This will restore the original sound (but still leaves you with a problem, please, keep reading :-)).
***
This is what I've tested:
1- If I set my module as "module" and "owner" and I generate VO, the original VO gets replaced with the robotic stuff (as explaned above), but then my char also has a vo. Another plus is that I can put the dlg in the builder-to-player package :-)
2- If the "module" and "owner" are single player, then the original VO stays, however, my NPC is silent (no VO gets created) but the FaceFX does work! (and then I can't use the dlg in a builder-to-player package).
Iv'e tried setting "owner" to my mod and "module" to single player, but it's the same as in #1.
***
I'm not even sure there's a better way to go around this, but then it may be possible to extract the original vo from wherever, and then use it in my mod normally. This would be extremely ****ty, of course, because it will add unneeded wavs into my mod (that's already 260MB ¬_¬)
Is there a nice way to keep the original vo, and then add my own vo for my npc without the added MBs from unneded wavs??
Thanks :-/
If you override dlgs from the OC (modify them, whatever), and set your own module as "owner module" and "module", then all the original vo goes to the cleaners and you'll end up having a really nice robotic voice for all the chars there. (if you generate vo for your NPC, I mean).
If you made this mess, then you can delete the fsv, fev and the new folder with wavs and whatever else related to that dlg is now in your override directory. This will restore the original sound (but still leaves you with a problem, please, keep reading :-)).
***
This is what I've tested:
1- If I set my module as "module" and "owner" and I generate VO, the original VO gets replaced with the robotic stuff (as explaned above), but then my char also has a vo. Another plus is that I can put the dlg in the builder-to-player package :-)
2- If the "module" and "owner" are single player, then the original VO stays, however, my NPC is silent (no VO gets created) but the FaceFX does work! (and then I can't use the dlg in a builder-to-player package).
Iv'e tried setting "owner" to my mod and "module" to single player, but it's the same as in #1.
***
I'm not even sure there's a better way to go around this, but then it may be possible to extract the original vo from wherever, and then use it in my mod normally. This would be extremely ****ty, of course, because it will add unneeded wavs into my mod (that's already 260MB ¬_¬)
Is there a nice way to keep the original vo, and then add my own vo for my npc without the added MBs from unneded wavs??
Thanks :-/





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