Re: ToEE World Builder v2.0.4 (GPL) I used the world builder today for the very first time. You rock Agetian. I only edited some protos but it was so easy to use. Thank you
Re: ToEE World Builder v2.0.4 (GPL) Heya, I'm a total noob at this modding stuff, and I tried to fire up the world builder to start learning but I don't know how to get a protos.tab file. I've been reading through the other forums and posts, including one that is about *reading* the protos.tab file, but I don't know how to extract that file so that I can start modding. Advice? Thanks, Jesse Heinig
Re: ToEE World Builder v2.0.4 (GPL) My 2 cents...Go to the General Modification forum and look at the stickied threads scrolling the list for "Modding Tutorials by Shiningted". Read that entire 90+ page PDF tutorial file all the way through from front cover to the last page, twice. Then, let the tinkering begin. If you do that, things will make more sense as you attempt to mod stuff.
Re: ToEE World Builder v2.0.4 (GPL) Protos.tab is in your Atari/Temple of Elemental Evil/data/rules folder.
Re: ToEE World Builder v2.0.4 (GPL) So, I got the world builder up and I was fiddling around with it . . . I noticed while looking at armor that a lot of the armor has no armor bonus specified, and instead it has a parameter of armor bonus. What happens if you just use the armor bonus section instead? Does that not work correctly? I also noted that at least one of the added types of armor - the mithral shirt, #6315 - has a set of negative "circumstance bonuses" on several roguish skills. Is this by design or what? A mithral shirt should have no armor check penalty, so I was just kinda wonderin'.
Re: ToEE World Builder v2.0.4 (GPL) The mithral shirt is also masterwork (-1 check penalty) so to avoid a check bonus, an extra penalty has been added to balance the check penalty as it should be.
Re: ToEE World Builder v2.0.4 (GPL) What settings in TOEWB do I use to embed a secret door in map.. if I use the standard embed method the door is visible as you walk into the room and I do not want that.... :chainsaw:
Re: ToEE World Builder v2.0.4 (GPL) Rtfm? :wave: Otherwise, I'd say make sure the flags are set: OSDF_SECRET_DOOR. To have a look at a modded one in action, there are a few in the sewers part of KotB that Allyx added that work fine: just extract them and see how they work (its been a while since I added any).
Re: ToEE World Builder v2.0.4 (GPL) @ShiningTed: Have you updated your blog for adding and working with scenery in ToEE using ToEEWB? (more to the point, to include integrating light sources with scenery...at least one example as a sample)
Re: ToEE World Builder v2.0.4 (GPL) Nah... I have not had a lot of success with lights, other than adding the actual flaming animation (which is easy enough): getting the models to light up the exact way you might like is still not something I have mastered. I can't add anything to Ag's tutorials that come with WB. No-one read my most recent blogs anyway
Re: ToEE World Builder v2.0.4 (GPL) Thanks ST I could not find it in the "Compodium of TOEEWB" I thought there were some settings there...
Re: ToEE World Builder v2.0.4 (GPL) I mainly read Ted's blog in order to keep an eye on current prices in the precious metals market. Seriously, Ted's most recent blog was excellent. Dare I say . . . inspirational? :notworthy
Re: ToEE World Builder v2.0.4 (GPL) Whoa, it's been a while since I coded ToEEWB... It took me a while to figure out all the latest questions here, I understood that I forgot a lot about the engine. Yeah, lights are really tricky, it's hard to do them without the graph. I had an idea some time ago to check out different values for the lights and write them out on a sheet of paper, similar to how I did it with rotation back in the day when I coded the MOBs. I got busy with real life back then and was unable to do anything, the thing is still on my todo list along with a whole lot more, waiting for me to get more spare time to spend coding. If I'll ever get to it (hope so ), I'll be sure to publish the results in the ToEE Toolset Project Docs forum. For now, only in-depth experiments can prove to help: try taking an original light as a base and change the rotation/radius/whatever-else-is-there, trying to see how it affects the area that the light covers. If you can figure out the general pattern of how to control lights, it'll be wonderful. Oh yeah? Check out your recent blog for a little comment from me. - Agetian