WB Tutorial Questions

Discussion in 'General Modification' started by Ranth, Jan 17, 2009.

Remove all ads!
  1. Shiningted

    Shiningted I want my goat back Global Moderator

    Joined:
    Oct 23, 2004
    Messages:
    11,808
    Likes Received:
    42
    FWIW, I think Allyx is spot on: there is a problem with the text file. Had it happen to me before.
     
  2. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    I think I did that in step #5.

    Code:
    What I did:
    
       1. Followed all of the "how to make a map" instructions.
       2. Recombined Verb map
       3. Opened Verb map in Photoshop
       4. Put my castle map on top of it, saved as a jpeg (to retain map dimensions)
       5. Took WB's txt file from Verb map and renamed it as my jpeg name (to give correct coords)
       6. Put both castle jpeg and txt in same folder.
       7. Direct WB to the castle jpeg, split, and it makes a folder in the root WB directory (not in 2d Maps)
       8. Said folder is not naming the jpeg tiles correctly.
    
     
  3. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    I am also having a problem with splitting the townmaps. When I hit the split button and select the .jpg file to split, it says: Error: Invalid Source JPEG Specified.

    I tried changing the .jpg extension to .jpeg but then WB can not see the file when I browse for it. Maybe WB is not compatible with Vista...
     
  4. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    I was able to fix the splitting error by moving the main jpg and txt files to the root directory of WB. It then named the tiled jpgs correctly. In XP I could have had them in any directory.

    I am still having the error from splitting the jpg into the townmap files.
     
  5. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    Ted,

    In your PDF/Tutorial regarding sectoring you suggest changing the footstep sound before you do any painting. How do I get the sector files on my new maps without painting something first? Without the sector files, I cant update the footstep sound.

    I tried painting just a bit of the map (the outside edges to get all the files) but changing the footstep sound for all of the tiles crashed WB.

    Nevermind, you just need to wait a long long long time.
     
    Last edited: Aug 15, 2009
  6. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    I have 95% of the castle working. I just have one problem. When the PCs take the door icon from the basement to the first floor, the game takes them to the first floor map, but it doesn't put the PCs at the location I am telling it to (it centers on a wall). Double clicking the PC's icon takes me to blackness.

    I have re verified the location that I want and it is the same in the jumpoints.tab file. I have also tried several other nearby locations, but to the same affect. Does anyone have any ideas?

    Solved. Forgot to tab separate that line, only used space bar.
     
    Last edited: Aug 15, 2009
  7. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    I have most of the mod complete. I think I can hit my deadline for tomorrow night.

    I am working on the spawner script that senses if the PC's have built the castle, and are in Hommlet, and teleports them to the new Hommlet map. This script works:

    Code:
    def san_first_heartbeat( attachee, triggerer ):
    
    	if (attachee.map == 5001 and game.global_flags[518] == 1):	#  Teleport Test
    		game.fade_and_teleport( 0, 0, 0, 5149, 505, 473)
    			
    	return RUN_DEFAULT
    
    However, I need the script to find the PC's and teleport them to the same coordinates on the new map. This script is not working:

    Code:
    def san_first_heartbeat( attachee, triggerer ):
    
    	if (attachee.map == 5001 and game.global_flags[518] == 1):	#  Teleport Test
    		game.fade_and_teleport( 0, 0, 0, 5149, location_to_axis(game.party[0].location))
    			
    	return RUN_DEFAULT
    Does anyone have any solutions? I stole the "location_to_axis(game.party[0].location)" line from loc() in ed.py hoping it would work.
     
  8. Shiningted

    Shiningted I want my goat back Global Moderator

    Joined:
    Oct 23, 2004
    Messages:
    11,808
    Likes Received:
    42
    Try doing it as a double thing (since it wants two inputs after the map number):

    x, y = location_to_axis(game.leader.location)
    game.fade_and_teleport( 0, 0, 0, 5149, x, y)
    Sorry! :blush: That is indeed an anomoly in the latest version of ToEEWB that I have been meaning to alert Ag about, but since it is so easily worked-around by the method you described, I just work around it.
     
  9. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    Great that worked Ted.

    I think I have another problem. I cannot access the world map from the new hommlet. I know we cannot add locations/buttons to the worldmap, but can I have it use the current hommlet worldmap location? Also, where do I turn on the world map for the new hommlet map? I flagged it as outdoor which I thought would help but it doesn't.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,002
    Likes Received:
    24
    That's a horrifically complicated business that requires .dll hacking via the use of a tool made by Spellslinger. You can find it in the 'other downloads' forum if you really want to try it. There is no other way to make a map worldmap accessible.

    We can add locations, btw; just not icons.
     
  11. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    So there is no way to make the new hommlet map act as the real one on the World Map?

    I am fine with people going to the old/real hommlet map if they click the hommlet icons on the world map. My spawner will teleport them to the new map if they have the castle made.
     
  12. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,002
    Likes Received:
    24
    I don't think so, unless you gave it a new worldmap location but just used the same coordinates as old Hommlet. Hommlet also has that weird three-location feature on the worldmap, and I don't believe that can be replicated.
     
  13. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    0
    Oh well. No more time to make changes. Releasing soon.
     
  14. Spider Dwarf

    Spider Dwarf Spider

    Joined:
    Apr 15, 2010
    Messages:
    155
    Likes Received:
    0
    Ranth,
    Can you please give a blow by blow on how you got the WB Tutorial and Front End X to work?

    I got down to Steps 21 and 22 of Ag's WB Tutorial and followed it exactly. I then started Front End X and the Tutorial does not appear in the list. I did start a new thread here. It is almost akin to the old adage: What came first, the chicken or the egg? <g>

    I have made a PDF of Ag's World Builder and would gladly update it, but don't know what steps to incorporate to make the two programs jive.

    BTW. I really loved your YouTube movie.
     
  15. Spider Dwarf

    Spider Dwarf Spider

    Joined:
    Apr 15, 2010
    Messages:
    155
    Likes Received:
    0
     
Our Host!