CoM_Solaufein Posted July 5, 2009 Posted July 5, 2009 How do you patch a new area onto the world map for BG2?
theacefes Posted July 6, 2009 Posted July 6, 2009 I'm assuming you've gone through the tutorial pages on G3, SHS, PPH, etc.?
cmorgan Posted July 6, 2009 Posted July 6, 2009 The chief folks who do lots of this stuff and are active right now are on the Worldmap forums (and suprisingly the PS:T forums) at SHS, and a few folks poking about at PPG in the WeiDU forums. There are a bunch of new things (macros) in the latest WeiDU v211 to help things move along but frankly, most folks do not have that info in an easily understandable format. It is worth working through the tutorials, especially Cuv's, but be prepared - ADD_TRIGGER_VERTICE_OFFSET_BY_THE_FANCY_FAST_WAY USING ~NO_RESEARCH_AND_ONLY_PASSING_UNDERSTANDING_OF_ ARRAY_STRUCTURES~ EVALUATE_BUFFER is not a valid WeiDU call... as evidenced by the fact that i have been studying them for about a month and a half now and can pretty much only say what people use, not how it works and why it works that way. Yovoneth's "Fishing For Trouble" forum has new ideas on doing this cleanly using LAUNCH_ACTION_FUNCTION sc#addWmpAre and ACTION_DEFINE_ASSOCIATIVE_ARRAY which looks to be the simplest way of patching a new area in correctly. If by "simple' I mean "works and does so efficiently, but only a programmer understands what the &*%^%$5 is really going on behind all that stuff".
Ardanis Posted July 7, 2009 Posted July 7, 2009 The chief folks who do lots of this stuff and are active right now are on the Worldmap forums (and suprisingly the PS:T forums) at SHS, and a few folks poking about at PPG in the WeiDU forums. There are a bunch of new things (macros) in the latest WeiDU v211 to help things move along but frankly, most folks do not have that info in an easily understandable format. Folks currently are evaluating yet another way to further optimize the patching code. Once it's in Weidu-212, there'll probably be a descriptive tutorial on how to use it. I believe, however, that the question was about patching Worldmap, not an area. I saw over two years ago a tutorial about exactly this matter somewhere, but can remember not where. I think it had to do with Megamod-install, and was written by erebusant. I think it was him. PS I've recalled where - http://america.iegmc.net/worldmap/Worldmap...on%20Guide.html Sadly, it seems to be slightly different from what a request was for. Sorry.
CoM_Solaufein Posted July 7, 2009 Author Posted July 7, 2009 Yes patching a new area onto the world map.
CoM_Solaufein Posted June 29, 2010 Author Posted June 29, 2010 Ah back to this topic. Anything new and helpful since I last posted this? What I want to do with the new areas in The Undying, which take place under ground, is to have an exit to the surface which would be up in the snow covered mountains. Getting to my new areas via world map would be a lot quicker than going through the endless amount of underground areas to get there.
Miloch Posted June 30, 2010 Posted June 30, 2010 I think Tales of the Deep Gardens (on SHS) has some code to do this. As does Fishing for Trouble, but that mod isn't public yet (anyway it uses the same code AFAIK).
Constantine Posted July 2, 2010 Posted July 2, 2010 Yes patching a new area onto the world map. Try this: http://forums.gibberlings3.net/index.php?showtopic=3577 I've actually tried it and it worked for me perfectly.
Miloch Posted July 2, 2010 Posted July 2, 2010 Yes patching a new area onto the world map.Try this: http://forums.gibberlings3.net/index.php?showtopic=3577I've actually tried it and it worked for me perfectly.I think the same code is used in the mods I mentioned, only updated probably, as that post is 5 years old.
CoM_Solaufein Posted July 2, 2010 Author Posted July 2, 2010 Seen both examples and its as I was afraid of. I wish this stuff was written in simple layman's English for easy understanding.
Miloch Posted July 10, 2010 Posted July 10, 2010 Someone should just make a function out of it and possibly add it to WeiDU. Possibly a project for Ardanis or Mike1072.
Ardanis Posted July 10, 2010 Posted July 10, 2010 Someone should just make a function out of it and possibly add it to WeiDU I wonder if there's a real reason to. Too few people need it (so far, at least) to increase the Weidu size further.
Miloch Posted July 11, 2010 Posted July 11, 2010 Someone should just make a function out of it and possibly add it to WeiDU I wonder if there's a real reason to. Too few people need it (so far, at least) to increase the Weidu size further.Well that's why I said possibly, since I'm not crazy about inflating WeiDU.exe either unless there's justification. But I think there's enough to make an external function, that could still be delivered with WeiDU also. You'd just copy and paste it to your mod folder, and call it the same way as an internal WeiDU macro after INCLUDEing it in your tp2. That 5-year-old code needs a serious overhaul.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.