Yes I did mean the OF_OFF flag, sorry if I was not clear. To turn it off, would it be something like object.OF_OFF = 0 ?
I am running into a whole lot of problems trying to do what I want to do. I guess I will be less secretive (I really wanted to surprise all of you guys). I have made my high level mod so that after some work you are able to build the castle in Hommlet, this will be the launching point for further expansions and storyline. I have two floors mapped out and sectored, but adding the castle to hommlet's map is the hardest part. I see two answers: 1) I add a scenery file, which I haven't figured out to do. Everytime I create a scenery object and embed it into the recommended .sec, the game crashes. It might be because I only have a tga file and not any MDF,SKA,or TXT files. Any hints on how to make them? 2) Find a PY file that loads each time the game loads (and re-load on loading a new save) which checks to see if the castle should be there and substitutes the correct artwork and sectoring files. Now that you know what I am really doing, any suggestions? I am also afraid that if I do a scenery file, the players will not be able to walk right up to the door, since the game will block out the whole square graphic.
Beautiful. I had the same idea - create bitmap with Hommlet castle finished. Ranth, maybe you want some help? Your castle looks nice, but i'm almost sure i can surpass you(being humble is a virtue). I could create such castle in few hours. I'm waiting for your answer good sir.
Photoshop is not my virtue... and I had to steal all of this graphics and patch them together to make that since creating isometric grpahics is difficult. The 4 corners are modified from the top of Burne's tower, the walls are modified from the moathouse, and the little wall that runs around the top is modified from the town elder's house's wall in Hommlet. The interiors, which are posted below, took a long long time to make. I patched it together from different parts of the temple. I think some of the Photoshop layered files are now over 500MB. The first one is the lower level of the keep, living and eating spaces for the guards. The second pic is the top floor, living areas for our heroic party. The top right room will have chests for our party to use to fill out the space. If you want to help, go ahead. But remember that I dont know how to implement this keep/castle into the game yet, so it may all be for naught.
We really have to do some stuff showcasing BLB's efforts for KotB (not yet released) they are really excellent Your map's in good hands Ranth :thumbsup: Seriously, check the merchants in Verbobonc. They are designed to do exactly what you want: stay OFF until needed. I'll post more detail tonight when I am at a modding PC. :blink: Down here in Oz, we call that an 'understatement'. Have a look at THIS tutorial. So you are making new scenery objects (new prototypes etc?) Could you be a bit more specific and maybe we can help.
Regarding the map graphics, and speaking strictly as the mod manager guy, I'd say take BLB up on his offer to re-do the outdoor castle. It looks fairly good, but there are some fundamental perspective issues that are causing problems. I do rather like the interiors and think they would be acceptable, with a few tweaks: the walls separating the four separate corner areas in the second pic (I guess there are actually only three) have perspective issues as well. They would either need to be replaced or removed. And I'd suggest adding more beds and the like to the second pic if it's supposed to be for lodging. As many as eight would really be ideal, being as a player could conceivably have that many party members. It wouldn't matter so much to have too many beds. You have to constantly think of little things like that. Good job otherwise. :thumbsup:
Regarding the merchants: here ya go: Code: if game.global_flags[998] == 1: attachee.object_flag_unset(OF_OFF) Create the merchant with his OF_OFF flag already set in his mob, then stick that code in the first_heartbeat, substitute whatever flag you had in mind, then when the flag is achieved, he should switch on and be there ready to sell
Just uploaded picture with my wip proposition of hommlet castle(in Kotb map tread - since Ranth wants to mantain secrecy). I have an issue - i made a small resarch, found Hommlet area map from pnp module. It's clearly visible that castle has thick outer wall and empty inner plaza. But construction site from vanilla ToEE is more like thin outer wall and plaza with inner keep. So i'm slighty puzzled. Probably i will continue doing something similar to pnp module description.
I do not have access to the KoTb forum. Feel free to post the pic here since this cat is out of the bag.
dagnabit, I should have remembered that of_off stuff but then I've been out of the loop (and ToEE modding) for a while.
It's amazing the stuff you forget. If I stop modding for two weeks I can't remember a damn thing and have to re-learn it all again.
BigLittleBoy, I saw the castle on the KoTB forum and it looks amazing. Absolutely fantastic. The only problem I have is that it limits the ability to create interior maps that utlize the castle for further quests/expansions. I guess we could have a map of just the courtyard and everything occurs in there, but I am not sure if that would be best. It looks great though and it gives me a lot to think about.
Allrighty I am back. I had to take some time off and I tried to get the mod out before then but it did not happen (obviously). I am going to start working on the mod again, and I will find a way to incorporate the keep. LittleBigBoy, you mention doing interiors to the keep. Did you finish anything?