Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Wyrm's Tooth and Lower Dorn's Deep are the offending locations, I can fix the paths no problem, the paths are already made, just assigned to locations that don't have their own unique map buttons. Could we swap those buttons for the Decklo Grove and the Ogre Cave please?

    Edit: Oh, could you make sure the edits are done on the .dll from the Demo FINAL patch 1.zip
     
    Last edited: Aug 24, 2017
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok, will do :)
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey again Al,

    the addding of sectoring and all things mappy (like the ground.mes file) is underway, I should have a reasonable amount to send you by the weekend - maps, working portals to and from the Kuldahar main map and dlg/py files for the inhabitants :)

    Well, some anyway ;)
     
  4. TomBac

    TomBac Member

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    Hello all,

    i have browsing through thread, and i noticed that most needs you ppl have in developing other content (or converting content) is in remaking of maps. Well im graphic designer: very good at photoshop and all routine for producing material for all kind of media (im doing mostly print and web/mobile artwork). So... If you having any needs that could be done in PS (photoshop) pls don't hesitate. Just say and ill help as much i can. As i see you have canvas transformations, changing file format, adding removing cloning etc? Am i correct?
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    It's actually much simpler than that @TomBac.

    We have just been extracting the map files from Icewind Dale with Near Infinity as .png files copying the image and pasting them directly onto a slightly larger recombined ToEE map file (ToEE maps are split into 256x256 pixel sections by default).

    The doors on the map that a player can open have to be removed from the map (not neccessary on all maps) so on these maps, 2 versions of the map are extracted, one with doors open, one with doors closed, and lots of copying/pasting later the doors are gone and the chests that can open are closed. This is so we can add 3d opening doors into the doorways, and place openable chests on top of the IWD chests and cover them over entirely.

    This image is then split again with ToEE Worldbuilder into 256x256 sections ready to be added to the game.

    Some maps will need 2 versions as the map contains alterations to the map that aren't doors... EG a bell that falls from one map onto a statue on another level below it. These notes are listed on @gabriel's spreadsheet at the top of page 38 of this thread.
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey again Al,

    Quick question - the Vale Of Shadows is currently set for the Moathouse, but then so is Easthaven after it is destroyed. Which do you want there? (I recommend we move destroyed Easthaven, probably to somewhere non-world-map accessible, but that's just me).
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yeah @Shiningted, move Easthaven Destroyed to a non-worldmap area, my understanding is that players are teleported there to get to the endgame encounters within.

    Using some of the other unused Homlett locations would be best as they already have the Easthaven descriptor when you save games there.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok Al, I finally sent you an update (I sent it to your hotmail account, couldn't put it here because it's 10 mb).

    What's in it:

    I renamed all the art/ground folders to more descriptive names ('AR2113 Gerth' rather than 'AR2113') and put the associations in ground.mes (mainly housekeeping that one). This is for all maps (Kuldahar / Vale of Shadows / Temple of Forgotten God).

    Map folders for all Kuldahar maps and associations in maplist.mes, and map.pnp files for all associating them with the artwork.

    Basic sectoring for all Kuldahar maps, so blocking, svbing, material tiles (for footsteps) and connecting doors / stairs. Jumppoint.tab also done connecting everywhere. What I haven't done yet is the lighting, as many of the maps have a large number of candles and they can be fiddly / time consuming. Well worth doing, but a lower priority than actual sectoring for you to put NPCs on.

    Three exceptions:

    - I haven't done the 'generic townsperson #3 map' as you seem to have sent the Temple of Ilmater jpgs for that by mistake. (You can still use the doors to get on and off the map, I just haven't bothered sectoring it).

    - The upstairs of the Evening Shade Inn - you haven't removed the internal doors and I think they are well worth the effort of doing because that is the only map that has them in Kuldahar (I may regret that later when doing them on a lot of the other maps like the ToFG, where for memory there are a lot!) Only sectored in a very basic way, again you can get in and out with the stairs.

    - I have only done a very basic job sectoring Kuldahar because I had it pretty much fully done based on the artwork you sent me previously, and I lost that file when my HDD died in my old PC. Hopeful of rescuing the files, have old HDD connected externally.

    So anyway you can use all this to run around Kuldahar, put a yeti or two on its limits, place NPCs in houses etc. I will try to test the dlg files and send them over next, then start sectoring the Vale of Shadows.

    Let me know if it gets through and works!
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Awesome work Ted, I'll take a look at it all, thanks for your continued hard work, did you look at the worldmap icons issue perchance?
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Not yet (once I established they weren't interfering with the bits I am doing) but I suspect it's just a matter of shuffling around map numbers in mapslist.mes rather than actually moving the icons, so I will make that a priority for my next post, which will hopefully be in the next couple days (some dlg files as mentioned).

    Can I ask the plan behind the next release? Kuldahar + Vale of Shadows + Temple of Forgotten God, as per the maps?
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Aye, I plan to get all the remaining map editing efforts finished and uploaded, just so we can organise them into the game files properly and set any changes to the game.area numbers needed so they say where each location is on the saved games correctly.

    Certainly adding the monsters and playtesting it is the fun bit, but I want to get all the groundwork done first.
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey again Al, here are the first dlg / py files (Gerth). I'm finalising Oswald the gnome atm and he has a lot of item-transfering and timed scripts - can you give me some spare item numbers to use? I need three for -

    - gnome tools you find
    - Girdle of Gonk you buy from Orrick
    - upgraded Girdle of Gonk Oswald gives back to you

    or if you want to post the latest description.mes and protos.tab, I'll do the protos myself.
     

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  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    The files from the other thread: http://www.co8.org/community/index.php?threads/iwd-toee-icewind-dale-demo-final.12072/ are still current Ted, you can use those in the Patch 1 linked in the opening post.

    I did manage to get a look at some of the files you sent over the other day, I had some issues with Nate (the end demo kid in Kuldahar) constantly chatting away, so I disabled his script and will have a propper look around tomorrow, but the few maps I've been to are working just fine, thanks. :D
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Yeah sorry, I meant to tell you to nuke his mob ;)

    I'm going to do the Girdle of Gont as a masterwork Thieves' Tools that gives an appropriate skill bonus if no-one has any objections.
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I just disabled his scripts because he is meant to be there, he's just not supposed to try so hard to get rid of the players, I was suprised to find out that he is indestructible though...

    It also suprised me that his heartbeat is faster the closer the PC's are to him. When I spawned on the map, I could waļk the PC's away from him in increasing distances between heartbeat triggered dialogues. Once my PC's were next to him, he would initiate dialogue immediately after closing the previous instance of the dialogue, making escape impossible.

    I daresay a heartbeat script could be used like a bat uses echolocation to a locate a specific spot or measure the distance from that spot. EG: You could set a vars for each heartbeat during a set timestamp period, when the heartbeat vars is over X amount during a Y increment of timestamp something happens. I don't have a specific reason to use this observation in mind, just making a note of it as I found it kind of interesting.
     
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