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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    I have finally finished fiddling with Easthaven's clipping files, these once unzipped go into the Modules/ToEE/Maps/AR1000_Easthaven folder and overwrite the previous files.

    In a lot of cases I've added each plank overhanging doorways so the gaps between the planks show the opening doors through them.

    Next on my list is those Orcs in the cave, but that will have to wait for tomorrow. :D

    Screenshots:

    https://1drv.ms/i/s!Avc-9M3GAF0BoZQKxhwgrYWQgR0H0Q
    https://1drv.ms/i/s!Avc-9M3GAF0BoZUNCKE175AF6kOXxA
     

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    Last edited: Oct 17, 2016
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey Al,

    Here are the Kuldahar Pass maps, everything except the main map itself which it sounds like you are working on. Also included is the Tempus Temple from Easthaven for the arch issue I mentioned previously.

    I'll get onto the Kuldahar main map and then can start on the Kuldahar dlg files.

    EDIT: Forgot the jumppoint.tab, dagnabit! Will send that over tomorrow.

    2nd EDIT: Forgot the waypoints, too, but they are all small maps - shouldn't be an issue.
     

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  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks Ted,

    I believe I have all of Kuldahar Pass and the main map for Kuldahar itself working properly now, I'll add these files, check they all work and upload the module again to my Onedrive.

    EDIT: Didn't manage any modding today, I was trying to make a new wi-fi printer accessable as a network printer for our 3 desktop pc's, and the laptop, and Homegroup was having some issues - none of them seemed to be able to provide the home group password.

    On the up side, I also bought, downloaded and installed IWD 2, which (from taking a sneak peek at the maps folder) can provide us with the artwork for random encounter maps with a little effort.
     
    Last edited: Oct 19, 2016
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Here's the jumppoint.tab, the maps should connect up a little now :)

    Are there any IE modders or interested folks who can post a picture of the main map screen? Or, preferably 2 pictures, one with all areas shown, one without? Highest res possible too :)
     

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  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    OK, something screwy is going on, I think our files are out of sync Ted. I added your files and once I left the inn in Easthaven, the main Easthaven map had no doors etc... I think I swapped the 'moathouse exterior' for the 'moathouse tower' at some point to prevent Easthaven from inadvertently gaining world map access. I think it's gonna take me a little while to figure this out and get the maps working as they should. :(
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ooooo.... well, the culprit will be maplist.mes, get the previous one off your cloud drive thing and just change these lines:
    {5031}{AR2002_KP_Beetle_Cave, 475, 437, Flag: DAYNIGHT_XFER} // map1-int12-strapping-farmer
    {5032}{AR2001_KP_north, 492, 455, Flag: DAYNIGHT_XFER, Flag: OUTDOOR} // map1-int14-teamster
    {5033}{AR2003_KP_Gheregs_Tower, 483, 492, Flag: DAYNIGHT_XFER} // map1-int15-Moneychanger
    {5034}{AR2004_KP_Uligars_Main, 466, 396, Flag: DAYNIGHT_XFER} // map1-int16-cabinet-maker
    {5035}{AR2005_KP_Uligars_Lower, 463, 401, Flag: DAYNIGHT_XFER} // map1-int16-cabinet-maker-upstairs
    {5036}{AR2006_KP_Uligars_Mill, 469, 406, Flag: DAYNIGHT_XFER} // map1-int17-potter

    Otherwise I used the ground.mes you included with the maps and the jumppoint.tab is from the previous release, so hopefully no more clashes. :)
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks mate, I'll try and get it all working again tomorrow. Incidentally, Gabriel has provided a couple of maps for one of the later tombs in the vale of shadows, but that's a way down the line for now.
     
    Last edited: Jul 4, 2017
    gabriel likes this.
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Is that the Vale of Shadows next to Kuldahar? Somewhere to fight won't hurt to get ready in advance, this is mainly a fighting game as far as I can tell.
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yes mate, the area just to the East of the town - where there be Yeti's.

    I'm still having trouble with those maps... tried opening up the maps in World Ed, but I only get a little clipping off the top left corner on some maps, and nothing else... I'm obviously doing something wrong - or maps weren't meant to be copy/pasted into the top left corner of recombined maps and then split again.

    https://1drv.ms/i/s!Avc-9M3GAF0BoahdXuRxDuXt0WIlEw

    EDIT: Ghah, it's me being a plum - Num Lock wasn't on for some reason :confused:

    EDIT 2: I've managed to get the Kuldahar map in game now, but there seems to have been a problem splitting the night map, the night map loads, but the squares don't line up and looks awful, and I can't find the documentation explaining how the splitter tool for WB works.
     
    Last edited: Oct 20, 2016
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    That's just peculiar - I did the KotB maps in the BOTTOM left, the proper way :p

    If you want to send the Kuldahar maps over I can have a crack at splitting them (shiningted@yahoo.com).
     
  11. ineth

    ineth Member

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    Random encounter maps
    Baldur's Gate 1: Enhanced Edition has 3 snowy/icy wilderness maps. (BG2 has none.)
    Icewind Dale 2 has a whole bunch more, unsurprisingly.
    Pillars of Eternity: The White March has some too.

    I've collected potentially suitable ones from all three games here:
    https://yadi.sk/d/FSO25qMJxTRJE

    Some are pretty large, or have non-wilderness parts, but cropping smaller regions from them (and if necessary photoshopping away unwanted objects) could yield decent random encounter maps.
    If you tell me how large (in pixels) a typical random encounter map should be, I could edit some for you.
     
    Last edited: Oct 23, 2016
  12. ineth

    ineth Member

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    World map
    Here you go: https://yadi.sk/d/Pa_2mvkNxTR9R
    • WORLDMAP.PNG
      the world map background, extracted from the WORLDMAP.MOS game file

    • MAPICONS/...
      the world map place icons, extracted from the MAPICONS.BAM game file

    • screenshot_1920x1080_scaling_bottom.png,
      screenshot_1920x1080_scaling_middle.png
      ,
      screenshot_1920x1080_scaling_top.png

      In-game screenshots of the world map at different scroll positions, taken at the end of the game after returning to Easthaven, at 1920x1080 resolution with UI scaling enabled in the graphics options. (As you can see, it upscales the map to a larger size than its source image, that's why it looks a little blurry.)

    • screenshot_1920x1080_noscaling_bottom.png,
      screenshot_1920x1080_noscaling_middle.png
      ,
      screenshot_1920x1080_noscaling_top.png

      Same but with UI scaling disabled. (As you can see, the map and other UI elements are shown at their native size.)
    Also, note that if you open WORLDMAP.WMP in NearInfinity, it nicely shows you which place icon has which label and connects to which area code.
     
    Last edited: Oct 23, 2016
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks Ineth, I don't own PoE, but I have BG and IWD 2, those maps are definitely worth using at least in part for random encounter maps, I'll work on them, and the other maps i'm having issues with tomorrow.
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thanks for the worldmap stuff @ineth, just what I needed! I should be able to put the world map and buttons together from this, but I can't do the pathing dots ToEE uses.
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Managed to get Kuldahar pass working, I'd screwed up the map.php file somehow, so I've started sectoring that map now.

    Do the different height levels actually do something other than just making the map look like a rainbow in World Ed? Advantages in combat perhaps?

    I've also added the water mill wheel from hommlet to the mill there, though I may need to reduce it's size as its bigger than the one on the map - also I can't remember of that object is animated or not... It shouldn't be, that river is frozen over.

    I'm still having trouble splitting the kuldahar night map though.
     
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