Sillara of the Tamari Posted November 22, 2004 Share Posted November 22, 2004 I want to add a "new" area to my new mod. It offers the opportunity to do a bit of planar traveling, and, having NO designing skills whatsoever, I thought it would be fitting to borrow a couple of Torment areas. I made a copy of the area I wanted, removed its actors and script via NI, and then I tried to install it, just to see if it would work at all. This is what Weidu said to me: [saerileth\Areas\NSAR110A.are] PARSE ERROR at line 1 column 0-13 Near Text: AREAV1.0AR0806 syntax error [saerileth\Areas\NSAR110A.are] ERROR at line 1 column 0-13 Near Text: AREAV1.0AR0806 Parsing.Parse_error ERROR: parsing [saerileth\Areas\NSAR110A.are]: Parsing.Parse_error I do not know what that means. I tried altering the Wedfile, which sort of looked odd, but no matter what I did, it never got anywhere. (The current Wedfile is 0AR0806.) What my .tp2 says is this: COMPILE ~Saerileth\Areas\NSAR110A.are~ . What have I done? Sillara Edit: I realized, after poking around some more, that this is NOT enough to put in the .tp2, but I still do not know how to do this. Would I still get this problem if I tried to cannibalize areas from BG2 itself? I do not want to do that, really. Link to comment
CamDawg Posted November 22, 2004 Share Posted November 22, 2004 Areas don't need to be compiled--try a straight copy of the files. There are a few differences in the file formats between PST and BG2 are and wed files so you may have other problems to deal with. Link to comment
Smoketest Posted November 22, 2004 Share Posted November 22, 2004 Don't know if you know this or not, but here's what you need for an area: TIS = Tileset; the area's background graphics WED = World Editor Data or somesuch. Responsible for drawing the area using the main TIS and overlay TIS, along with 'walls' for keeping the characters from walking through things, and door open/close overlays. ARE = the stuff that makes the map come alive. Make sure you copy all Animation BAMs and Ambient WAVs you want along with your area. You'll have to change the song data too unless you copy those ACMs over as well. MOS = the overhead map of the area BMP = the Luminosity map (brightness levels), Search map (pathfinding) and Height map (pseudo 3d, like walking up ramps, attacking from a 'high' point to a 'low' point, etc.) for the area BAM = animations that are plugged into the ARE file. Things like fountains, chimney smoke, etc. WAV = sound effects that are plugged into the ARE file. Things like city sounds, animal sounds, people sounds, dragon growls, wolf howls, rat noises, wind, etc. Spawn Points and Rest Spawns also refer to CRE files that you may wish to eliminate. Containers may refer to ITMs you don't want. NI will let you add and remove items without harming the container, or you can delete the container too. You'll have to use something else, like IETME, to create new containers. Another thing to consider is that some structures, like Rest Spawns and Info triggers, have strrefs into a TLK file. You'll have to add your own strings if you keep these messages. As for the differences in the data from PST (or another game) to BG2, you should be able to identify possible trouble spots by comparing file format data in IESDP. Once the area is done and tested, all you have to do is put it in a copy folder and tell WeiDU to copy the files straight into the override folder. You can assign scripts and whatnot to the ARE file beforehand, but you'll have to assign new strings to any Info triggers (or other structures that use strings) you copy/add. Hope this helps a little. Link to comment
Sillara of the Tamari Posted November 23, 2004 Author Share Posted November 23, 2004 It helps a lot. I was hoping avoid having to do a lot of that stuff by stealing an area rather than creating one. Is that not possible? I am not sure if I can do this!!! All right. I will try. But we will cut down the areas, oh yes, we will. Sillara Link to comment
Domi Posted November 23, 2004 Share Posted November 23, 2004 Here is a couple of links to Area editing discussions (maybe irrelevant, but I like to keep it all together). Below the links I have a log of an explanation Dorotea graciously gave me some time ago, when I was wondering just how one uses all these complex tools. I do not know just how helpful it is, since I have not yet gone there myself, but I would be greatful if this thread continues and turn into Area adding tut for noobs like me http://forums.gibberlings3.net/index.php?showtopic=1919 http://forums.gibberlings3.net/index.php?showtopic=1514 I used Infinity Explorer to pick an area and then followed a rather weird set of instructions on the TeamBG site. I used a few tools including DLTCP and IE Tile set editor. Then tis were compressed for me. DLTCP has an area extracting editor. So I first opened IE Tile set editor and tried to access IWD with it. It did not work because they are compressed so I used DLTCP to uncompress the area I liked. It dumps everything into the override; in this case -- IWD II override. You will get the files there, then open IE Tile set editor again. Switch to new area mode and try to open your area in the override. Then you can use ze button to strip it of all actors and containers if you wish and save/rebuild as BG II area. TBG Forum had a nice walkthrough pinned actually on how to do it (gone? or new link?) The files you need to have at the end are: xxx.mos xxxx.tis or xxx.tiz -- compressed version xxx.are xxx.wed xxxHT.bmp xxxSR.bmp xxxLM.bmp Link to comment
Domi Posted November 23, 2004 Share Posted November 23, 2004 Oh, before I forgot, since I might need it... Are Cuv's tutorial's on Area Editing hosted somewhere... er... accessible? Link to comment
neriana Posted November 24, 2004 Share Posted November 24, 2004 Oh, before I forgot, since I might need it... Are Cuv's tutorial's on Area Editing hosted somewhere... er... accessible? Well, here's one of them: http://forums.pocketplane.net/index.php?topic=622.0 It says #7. I don't know where #'s 1-6 are, or if they're all included in that one post. Link to comment
Domi Posted November 25, 2004 Share Posted November 25, 2004 Thank you, Neriana... I think I have the first... Here is another link for future use (DLTCEP area editing, looks scary) http://forums.spellholdstudios.net/index.p...=0entry171038 Link to comment
Domi Posted November 30, 2004 Share Posted November 30, 2004 OK, a stupid question #101 - does anyone host the 'additional tilesets' or did they went underwater with TeamBG? Link to comment
jcompton Posted November 30, 2004 Share Posted November 30, 2004 I bet somebody's got them. I think they were on 3DD at some point. Link to comment
Echon Posted November 30, 2004 Share Posted November 30, 2004 OK, a stupid question #101 - does anyone host the 'additional tilesets' or did they went underwater with TeamBG? I am not sure what you mean by additional tilesets but there are some here: http://ukmirror.teambg.net/IETME%20Tilesets/ -Echon Link to comment
Domi Posted November 30, 2004 Share Posted November 30, 2004 Thank you for the link, Echon. Now all I need is time and talent... Link to comment
Guest Guest Posted March 2, 2006 Share Posted March 2, 2006 I bet somebody's got them. I think they were on 3DD at some point. <{POST_SNAPBACK}> What the hell is 3dd, and the link you have doesn't work!? Link to comment
Guest Guest Posted March 2, 2006 Share Posted March 2, 2006 Come On! I NEED those GOD DAMN TILESETS!!!!! Link to comment
CamDawg Posted March 2, 2006 Share Posted March 2, 2006 Come On! I NEED those GOD DAMN TILESETS!!!!! Strangely enough, showing respect, patience, and courtesy generally encourages people to help you. This isn't exactly what you're looking for, but perhaps this will help. http://www.blackwyrmlair.net/%7Echevar/community.html Link to comment
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