Aller au contenu

Photo

New Area?


105 réponses à ce sujet

#26
RaZoRShArP20

RaZoRShArP20
  • Members
  • 64 messages

Beerfish wrote...

How long have you been working on it?  1 hour?  think back to the 1st time you sat down with the NWN1 or the NWN2 toolsets, did one know that inside and out right away?  Just like the NWN1 and NWN2 toolsets there will be things this toolset does better and undoubtably things it does not do as well, a lot depending on what the user deems is important.

Twitchmonkey wrote...

The philosophy of this editor seems to be "so long as there is some possible way to do what we've planned for you to do, everything is good". If you want to do anything that they hadn't planned for or decided they needed for the main campaign or if you want to do it with any degree of ease, you may be out of luck.

I think I might just bow out of the modding game and let the people that have the persistence to deal with all this make the mods.


Yeah you are kinda right there, just this is a whole other ball game than NWN2...
Though the SQL Databse seems better at importing New models and Textures!!
(cant wait to Crazybump the place)

Just need my way around and i am not the only one .
The tutorials are not really sufficient when it comes to well.... newcommers.
I know i need some time i am not delusioning myself that i will be a fully fledged mod maker within 4 hours or so... just getting to know the place and asking for pointers on the foru8m .


That model list is really handy!!!!!

They do not have it for textures though.. that would be a welcome page.

Where are the files from the game itself stored?
Could maybe get a thumbnail view there

#27
RaZoRShArP20

RaZoRShArP20
  • Members
  • 64 messages

eggplantObelisk wrote...

So I just installed the toolset, and I have limited experience with toolsets in the past. I am eager to start learning.

How does one create an entirely new area. I was hoping to make a zone that would just let me pluck objects here and there.

The wiki tutorial says that you make a new > area > etc. then you choose the area layout. This opens a pre-created area. I would like a blank slate?

Any one know how to do this?

Thanks in advance.

Go to File and Than New.
Open a level instead of an Area.
When you have dragged all  models in the level editor and made all th stuff you want someho you ned to open it the same way you opened the premade ones in the area layout as told in the tutorial.

Just messing around with models and tetures now.
http://img264.images...231/hooraya.jpg

Modifié par RaZoRShArP20, 06 novembre 2009 - 11:00 .


#28
JasonNH

JasonNH
  • Members
  • 237 messages

eggplantObelisk wrote...

The wiki tutorial says that you make a new > area > etc. then you choose the area layout. This opens a pre-created area. I would like a blank slate?

Any one know how to do this?

Thanks in advance.


Yep, you want the Level Editor. This creates the art resources that can then be imported into an area for placeables, creatures, etc.

Have fun.

#29
Nightblazerrr

Nightblazerrr
  • Members
  • 32 messages
JasonNH, do you know how to import a .lvl file into a area?

If you want to create or remove an exportable area, use the
plus/minus buttons.  Where r these buttons..cant seem to fine em 0_O.

Modifié par Nightblazerrr, 06 novembre 2009 - 11:13 .


#30
JasonNH

JasonNH
  • Members
  • 237 messages
[quote]RaZoRShArP20 wrote...
Just need my way around and i am not the only one .
The tutorials are not really sufficient when it comes to well.... newcommers.
I know i need some time i am not delusioning myself that i will be a fully fledged mod maker within 4 hours or so... just getting to know the place and asking for pointers on the foru8m . [/quote]

The wiki is definitely still a work in progress. There has been a lot of discussion already on how to organize it better, both for quick reference and for beginners to bring them through, step by step, for creating a basic module. It will get better in time.[/quote]

[quote]
That model list is really handy!!!!!

They do not have it for textures though.. that would be a welcome page. [/quote]

I have created a palette of thumbnail textures for the ones intended for level editing. If you go to my Level Editor Terrain Textures project, you can download some jpeg images that give you a good idea of what is available. I find that it helps for planning out a level, especially since you are limited to 8 for any single level.

#31
Nightblazerrr

Nightblazerrr
  • Members
  • 32 messages
Jason, when following the link to your project it says a ERROR has occurred. We don't have permission to view it.

#32
RaZoRShArP20

RaZoRShArP20
  • Members
  • 64 messages
Now this is confusing.



I could add in creatures by rightclick terainWorld--Insert--New test Creature Object-- and than selecting from the list .

That worked.

But how do i place other objects?

When i use Spawn New object it simply placesa box (not even in category) and i can do absolutely nothing with it , even selected the tower (placement mode) but nothing happens.... it's it drag and drop like any other Toolset before?



Or are placabvles and area stuff like bridges and houses made in the area?

And only landscape and textures are made in Level Editor?


#33
eggplantObelisk

eggplantObelisk
  • Members
  • 15 messages
Thank you for the quick response. I guess my follow up question would be thus: so is an area a group of levels? Does the work flow then involve: create your levels, then tie them together within the area editor.



For example, you would use the level editor to create a big castle, room by room, courtyard, etc. Then tie them all together with an area?



Let me know if I am just way off, I am just trying to piece things together.

#34
RaZoRShArP20

RaZoRShArP20
  • Members
  • 64 messages
you are not the only one .

Now that i got some basics i would wanna try making a city with only textures and placables and go from there step by step .


#35
Nightblazerrr

Nightblazerrr
  • Members
  • 32 messages
I think your right eggplant, but I don't really understand things either yet. That Jason might know.

#36
Beerfish

Beerfish
  • Members
  • 23 825 messages
My last post about getting your level to show up wasn't that great as I was at work. Try these steps:

- create a new level

- click on the + sign icon at the top to 'define area', use the mouse to drag the green square out to cover your whole level. (just for this test, see the wiki for the significance of the green, yellow, red squares. Give it a layout name (something meaningful that you will remember)

- Do stuff to the level, shape it add some trees whatever.

- Put down a start point.

- Generate pathfinding.

- Save the file.

- 'Post trees to local' (via icon at top of page)

- Post selection to local (tools....export....post selection to local)



Create a new 'area', in teheobject inspector or the area click on 'area layout'.

You should then be able to find the name of your area (layout name) and associate with your area.






#37
JasonNH

JasonNH
  • Members
  • 237 messages

Nightblazerrr wrote...

JasonNH, do you know how to import a .lvl file into a area?

If you want to create or remove an exportable area, use the
plus/minus buttons. New areas automatically get an invalid layout name
called “<name of exported…” This needs to be changed to something
with seven characters or less. This is the prefix for all resources
created specific to this layout.
After a new layout entry has been created, you can edit it by
clicking on the properties button with the desired area selected in the
dropdown.   im lsot around there...


When you create an exportable area, you are effectively defining layout that can later be imported into an area once the layout has been exported to the database. This allows you to take a single *.lvl file, and create multiple layouts from it. Each one might have different lighting and atmospheric settings, or even use a sub-section of the entire terrain created for that level.

So to get a layout into an area, the first thing you need to do is create at least one exportable area. Click on the "+" to create one. Give it a layout name and fill in the Name field as well. Click on the "Define Area" box and use the mouse to define how much of your level is going to be used for this exportable area (aka "layout"). You can go back and edit the light and atmospheric settings later if you want.

Go ahead and make your dazzlingly cool terrain. Once it looks the way you want it to, generate path finding for the area (the little asterisk looking icon) and then select the icon that reads "Do all local posts". Posting to local will create a layout with the layout name you gave it earlier, and store it in your database. Once you have done that, you can create a new area and choose your layout name from the resources available when you click on the "Area Layout" property of the area.

I hope that gets you there!

#38
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
For a completely blank slate you'll need to create a new level, not a new area. It's unfortunate that the two resource types have such confusingly similar names, but basically the difference is in whether you're doing "art-related" stuff or "gameplay-related" stuff. A level is an art resource, wherein you place all the things that are there just to look nice and to give the level its physical geometry. An area takes a level layout and adds all the interactive stuff to it.



So if you were creating a tavern, for example, you'd first create a level layout wherein you'd place pieces of floor and wall and ceiling, background tables and chairs, and so forth. Once that's done you'd then create a new area, assign that layout to it, and then place the barkeep and interactive doors and chests in it.



The reason these are separate is because area design and level design use different skillsets, and so here in BioWare they're done by different groups of people. Independant modders can choose to be jack of all trades instead if they prefer, or if you find one type of work to be easier or more fun you could perhaps find a modding group to join to fill in the other type of work. Or perhaps use existing resources instead.

#39
Nightblazerrr

Nightblazerrr
  • Members
  • 32 messages
Ah thanks Jason, got me past the part I was stuck on.

#40
JasonNH

JasonNH
  • Members
  • 237 messages

Nightblazerrr wrote...

Jason, when following the link to your project it says a ERROR has occurred. We don't have permission to view it.


Sorry about that, forgot to change it after the game went public. :blush:

Hopefully it's okay now, let me know if it isn't.

Modifié par JasonNH, 06 novembre 2009 - 11:29 .


#41
JasonNH

JasonNH
  • Members
  • 237 messages

Nightblazerrr wrote...

Jason, when following the link to your project it says a ERROR has occurred. We don't have permission to view it.


Sorry about that, I forgot to change the permissions after the game was released. :blush:

#42
Beerfish

Beerfish
  • Members
  • 23 825 messages

RaZoRShArP20 wrote...

you are not the only one .
Now that i got some basics i would wanna try making a city with only textures and placables and go from there step by step .


Think of it this way.  You create a level (an art resource) as the basis for any area.  In your level you will put down your trees, put down some models, put down some props (props are models used to dressup your level but are not interactive.  If you want to put down interactive items you will put down placeables in the area editor.)

Once you have your level the way tou want tou associate it with an area.  Then you can put down your npcs, placeables etc.

You can create one larger level and 'define' differetn areas of the level and then assing them to different areas.  Thus lets say you have one large level but not all of it is accessable to the player because of things like mountains an such, you can define different parts of the same level and assoicate them to different areas.

To keep it simple though.

- Create a level
- Create an area
- Assign the level to the area (the level is an art resource, the area is a database resource, you will wrap your head around this concept before too long.)  :)

#43
Azenn

Azenn
  • Members
  • 19 messages
Can someone please help?



Why do I get an error when trying to place models in an interior level?



Also, how do I make interior levels bigger in size?

#44
JasonNH

JasonNH
  • Members
  • 237 messages

Azenn wrote...

Can someone please help?

Why do I get an error when trying to place models in an interior level?

Also, how do I make interior levels bigger in size?



*edit* - Are you trying to put placeables in an area or a level?

Modifié par JasonNH, 06 novembre 2009 - 11:33 .


#45
Krebbs

Krebbs
  • Members
  • 4 messages
I must be missing something, but in the Level editor, I can only move left/right and zoom in/out. I can't move or rotate my camera to see anything but a "V" shape of terrain at the top half of the display window.



I know there are two buttons to set the camera mode (Fly Mode and 3DS Max Mode) but neither one seems to alter the behavior of the WASD or arrow keys, except maybe to change the speed the camera moves at. Any suggestions? :)

#46
Azenn

Azenn
  • Members
  • 19 messages

JasonNH wrote...

*edit* - Are you trying to put placeables in an area or a level?


Ugh, your first response helped a lot because it lead me to a much better tutorial. Thanks.

http://social.biowar...ng_a_Basic_Room

^^^ highly recommended

Modifié par Azenn, 06 novembre 2009 - 11:43 .


#47
Nightblazerrr

Nightblazerrr
  • Members
  • 32 messages
Jason, the resource "test.are" has been added but when I create a new area and go to the area layout in properties it is only looking at .arl files?

Azenn, ooo nice.. even at first glance that tutorial looks incredibly more useful then the one the start page of the wiki leads u to for creating rooms...

Modifié par Nightblazerrr, 06 novembre 2009 - 11:46 .


#48
RaZoRShArP20

RaZoRShArP20
  • Members
  • 64 messages

Beerfish wrote...

RaZoRShArP20 wrote...

you are not the only one .
Now that i got some basics i would wanna try making a city with only textures and placables and go from there step by step .


Think of it this way.  You create a level (an art resource) as the basis for any area.  In your level you will put down your trees, put down some models, put down some props (props are models used to dressup your level but are not interactive.  If you want to put down interactive items you will put down placeables in the area editor.)

Once you have your level the way tou want tou associate it with an area.  Then you can put down your npcs, placeables etc.

You can create one larger level and 'define' differetn areas of the level and then assing them to different areas.  Thus lets say you have one large level but not all of it is accessable to the player because of things like mountains an such, you can define different parts of the same level and assoicate them to different areas.

To keep it simple though.

- Create a level
- Create an area
- Assign the level to the area (the level is an art resource, the area is a database resource, you will wrap your head around this concept before too long.)  :)


Thanks this one is pretty helpful beerfish.. though most of it is greek to me right now gimme an hour or two and i'll figure it out hehe .


On a Sidenote.
Has anyone ceated any buildings yet?
the naming is kinds irrational and catagories but it's the way Bioware used it i suppose.
Kinda miss the premade houses from NWN2 right now hehhe .

For a fairly rural city i need some wood made houses and a couple of pieces of the white wall and such.
Any idea's anyone?
Who made a house already?

#49
Beerfish

Beerfish
  • Members
  • 23 825 messages

Krebbs wrote...

I must be missing something, but in the Level editor, I can only move left/right and zoom in/out. I can't move or rotate my camera to see anything but a "V" shape of terrain at the top half of the display window.

I know there are two buttons to set the camera mode (Fly Mode and 3DS Max Mode) but neither one seems to alter the behavior of the WASD or arrow keys, except maybe to change the speed the camera moves at. Any suggestions? :)


What type of mouse/computer do you have?  I have the same problems you describe when I was trying to use my laptop with vista and a microsoft wireless mouse.  With my desktop and xp I have no such problems,

#50
Driggan

Driggan
  • Members
  • 123 messages
I believe I've got most of the basics down enough to start making areas, but I can't figure out how to change the size of the brush for deforming / smoothing / etc. How do I do this?