The Lands of Arda Forum Index The Lands of Arda
The Greatest Neverwinter Nights Persistent World in The Lord of the Rings setting
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Editors Guide

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    The Lands of Arda Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
Aule
Vala


Joined: 28 Jan 2007
Posts: 64

PostPosted: Tue Dec 23, 2008 9:39 pm    Post subject: Editors Guide Reply with quote

The following is a set of compiled information on editing from various topics.

Be sure to grab the FAQ information from the website.

http://landsofarda.game-server.cc

Normal modules can be added using a min-mod that I can create that is essentially the entire module stripped down to just a couple areas, but includes all tilesets, scripts, items and creatures. Then the new areas are imported directly into the main mod. I have updated the mini-mod to include samples of around 20 of the interior tilesets. I will eventually add all the tilesets to the mini-mod, but I have not had time for it. These samples will make it easier to quickly decide which tileset to use for a new area.

An alternative is to work directly on the full module, but that can be a serious issue if several people are working on modules at the same time. It is still possible to work on the full module and export the modified areas and import into the master module.

I would assume that if I gave out the full module that most people would still play on the server I have up. It would be possible to start a complete new server, or a variation of Arda on a different server, which I really don't mind. I think it would be more useful if everyone worked on the same server and kept their player files there. Besides, I have a fast link and a dedicated box for Arda. *smile*

On a side note, I had already included several new tilesets in the latest hak that are not used in game, although there are a few examples scattered around. I have a new swamp set that I created a mini-adventure in the middle of the map to the east of the mountains. There is also the desert city tileset that I showed a few people last week. We also have new things that could be added like positional buildings with functioning doors, that can be rotated at odd angles and placed anywhere to build a city or town. I think I added a new dungeon set and an underwater tileset at one point.

If we create a completely new additional HAK, I have no problem adding that, considering most of our dedicated players would love to see new areas. Alternatively we could add to existing areas. Be aware that we do not have slots available to add any new tilesets.

I wanted to propose that anyone interested could add to existing areas to give them more depth. I would love to see Moria go even deeper, or have each of the levels expand into new areas horizontally. When you are in Moria you don't gain levels fast enough at each tier, so you spend alot of time doing sections over and over. It would be fantastic to see a much "wider" Moria. Also it would be awesome to add to the details of the areas in the far south, which are generally very sparse. I seem to remember one of our dedicated editors spent some time adding furniture and other similar stuff to make those areas more life-like. Maybe we could go back and make them a bit larger. We could also add in interesting new quests like the mountain quest just north of Minas Tirith, and the dragon quests to the far north.


Here are a few responses to your very good questions. You must work with a mini-mod of the existing Arda and add the new HAKs there. There is a list of the used hak files in one of the 2DAs that needs to include the new HAKs. There is also a finite limit to the amount of tilesets available, but they have raised that limit a few times over the years. The mini-mod includes all scripts, monsters, items and a few areas as examples from the existing Arda server. This also means that you should not have a naming overlap issue.


- How the hell do i get the seemless transitions we are used to in arda?

The area transitions are part of a script system that relies on all areas having the same size and have a special area naming convention. I tend to like to use specific entry points myself, but the mini-mod will include at least one or two areas to show how the edges are made.

- I have loaded every single arda hak into my module along with the new haks but all the names on placeable items is junk wrong.

Any time you add stuff the names get scrambled. Starting from a mini-mod will solve most of this. Once the mini-mod is complete, then all I would need to do is export the areas from the mini-mod and import them into the real game. Therefore naming conventions for the areas should be in the form that Arda has standardized on where the name starts with the general region, followed by the specific region, followed by the name of the specific area.


- I seem to be missing most of arda placeables,doors etc and have no custom arda mobs. Is this because im not using an arda mini mod?

Solved by the mini-mod.

- Do I have to do anything special to set the spawns so they fit with arda? Like i said im really new to this and was simply going to paint a trigger on the floor to spawn mobs?

There are two methods of creating spawns in Arda. All spawns are generated by regions, and not dropping individual creatures down. One is the standard method used in the tools. The other method calls a script function that has parameters that allows variations in types of creatures to be spawned, scaling factors, and variations in quantities. The script method if much more flexible, but slightly tougher to create as you will need to know the resref of the monsters, and not just pick from a graphical list.

-If i am beating a dead horse atm please can i download a minimod from somewhere ASAP as im already a good few hours into an area and if i must start again id rather do it now not later.

I will take some time to generate a mini-mod this weekend and put it up for anyone to grab on the FTP site. That should take care of most of the issues. Remember to test the area export function by exporting your finished area back into a clean mini-mod area. Some times the exporting can get really weird, especially if you've developed new factions. I will also try to find the editors FAQ that I wrote a few years back and post that on the FTP site also.

Creating a new tileset will require including a revised set of 2DAs into a single HAK file that superseeds the existing 2DAs. That way we can append the new HAK as a separate download. I will need the separate download file to revise the full size self-extracting file.

Notes on toolsets:

HAK files can override just about any file in the game. It's normally used to override the 2DA files, tilesets, models and textures. It can also override spells and quite a few other things.

One thing I added in the most recent hak files is vast amounts of new placeable items with new 3D models. I did this because much of Arda is barren and many original NWN placeables did not fit with a Tolkien theme. I think I added something like a thousand new placeable items in the game. Hence the major issue with simply overlapping with CEP. CEP uses quite a few of these placeables also.

New Arda tilesets that I have included (based on files extensions ".set"):

MiddleEarth8 :
None

MiddleEarth7 :
MGS DesertCity (mdc01.set)
Al-Qadim Arabian City Exterior (talqc.set)
Snowy Mountains (tpms1.set)
Undefined name (tsr01.set)

MiddleEarth5 :
VelmarsTowerInterior (vwz01.set)
Undefined name (txd01.set)
DwarfenMines (tvh04.set)
Rural, Winter (ttw01.set)
Undefined name (ttr01.set)
Desert (same name used elsewhere) (ttlam.set)
Shadow Mines (tsm02.set)
Undefined name (tdf02.set)
Rural City v2.0 (tcnj2.set)
LavaMountian (mcr01.set)
Undefined name (jun01.set)
Fellowship (elven.set)
Undefined name (eld02.set)
Undefined name (eld01.set)

I don't have any handy pictures of what the newer tilesets look like, but feel free to open the editor and create new areas to take a look at them.

Quote from tileset wiki:
Patch 1.64 raised this limit from 24 to 50

A brief count of the available tilesets in the list that pops up in the editor when you select "New Area" shows that we have a total of 51 areas. I'm afraid that we're already at the maximum amount of available tilesets, which basically de-rails any new tileset effort. On a good note, there are more tilesets available that have been sparingly used. I know a few have not been used to date. Also it is not possible to remove an existing tileset without completely reworking all the HAK files and forcing everyone to download the complete set. It would most likely also do very bad things to areas that use a tileset that has been removed.

Links:
Editing/Tileset Wiki:
http://ccg.dladventures.com/index.php/Tilesets

NWN Lexicon:
http://www.nwnlexicon.com/

Here are more specific information on the area transitions.

Trigger areas will need to be set up around the boarder of the area. Then a new script will need to be created. Only one script is needed per area. This script will list what areas boarder the new area. By getting close to the edge, the script determines which direction the player is heading and pops them over to that new area based on their current coordinates.

The following script can be used as a reference: "m_mithlond"


Here is the initial contents of "m_mithlond":

void main()
{
//********************//
// areatrans v 1.1 //
//**************************************************************************************************//
// //
// This Script will allow a Player to Zone anywhere along the entire edge of an area wall. //
// //
//*********************************************************** By: Mark Ginnetty aka: Draxx *****//
//**************************************************************************************************//
// //
// Special Requirements: //
// //
// Each Zone has to be at least 3 x 3. //
// //
// Each Area must have a Waypoint created in extreme North East corner. This Waypoint is used //
// to find the Area object as well as the Height and Width of the area you are moving from and to. //
// //
// Each edge of the Area that will zone players needs to have an AreaTransiton Trigger that runs //
// along the edge that uses this script in the OnEnter and if you want the OnClick event. //
// it. The AreaTransition Trigger should be 1/2 a section (red square) wide and right along the /
// area edge. If you want you can have multiple short transition along the small edge as long as //
// they are about 1/2 a section wide. //
// //
// //
// Note: Transitioning through corners is not exact and in most cases will always zone to the //
// North and South areas even if you really walk through the corner headed east or west //
// //
//**************************************************************************************************//
// v 1.1 Update : After cleaning up the code for the inital release I made a few typos that //
// cause the Player to be teleport to the wrong AREA when zoning. I have since //
// fixed problems and fully tested the changes. Thanks for heads up Bamf. //
//****************************************************************************************************



// You must manually set all the Waypoints for the adjacent areas //
object oCurrentAreaWaypoint = GetObjectByTag("map1a");
object oNorthAreaWaypoint = GetObjectByTag("blue1");
object oSouthAreaWaypoint = GetObjectByTag("arnor1");
object oEastAreaWaypoint = GetObjectByTag("map1b");
object oWestAreaWaypoint = GetObjectByTag("map1z");
_________________
And the reality is the bright bubbles go towards the black sky as the silver minnow smirks at the echo of a grimace.
Back to top
View user's profile Send private message
Aule
Vala


Joined: 28 Jan 2007
Posts: 64

PostPosted: Wed Dec 24, 2008 8:12 pm    Post subject: Reply with quote

Heya guys,

I would be very interested if everyone actively playing Arda would contribute some small thing to the creation of the world. Whether it be a simple NPC conversation, a dungeon crawl or a full up multi-area quest. I think the most bang for the buck right now is to add dungeon crawls that are relatively easy to make and give solid combat value. By expanding existing areas, there is not always the need to make new items and new monsters, which can be tedious. But new monsters and new items will definitely increase the "fun factor".

Please keep in mind that new items that are created need to be of the same strength as other items in similar areas. I know it's a typical side effect of creating areas that the author tends to make items that are interesting and useful. Please realize that useful will not include "more powerful then their contemporaries" Nearly all new area editors make items that are both unique and over powered, or they have features that when combined with other items can change the scaling of the game. This is termed "Item Inflation" in the editing/server world. It tends to make people head for new areas over old ones, but not for the right reasons.

New areas should be made interesting and fun. They should be creative and designed to fight against "the grind". I trust everyone creating areas will make this particular effort.

As a side note, all areas will go through a brief review process where the area is hosted on my test server and a small team tests it. This is always done before an area goes live. Keep in mind that not one single area, whether a new editor, a very experienced on, or myself has gotten through this process without some kind of comments and changes. If an item or creature is deemed out of scale for the area, then please make any requested changes with suitable grace. There has only been one incident that I know of that an editor required us to go in hand forcibly modify items to balance them. I fully trust that our team members are more than skilled enough to make things as near perfect as possible.

Enjoy and thanks for any effort from the team,
Aule
_________________
And the reality is the bright bubbles go towards the black sky as the silver minnow smirks at the echo of a grimace.
Back to top
View user's profile Send private message
Gupps



Joined: 07 Feb 2007
Posts: 485

PostPosted: Thu Jan 08, 2009 8:44 am    Post subject: Reply with quote

Aule you mention about resref naming and lots of other stuff. Any chance at all of you compiling a small faq that would show the complete novices amongst us how to make a small area completely.

For example showing us how to use the complete area transition form one area to another, a spawn that scales due to level and respawns after a set period of time, a small conversation, a box that spawns over time and contains akey that opens a door. and a creature that has a certain chance to drop a named item, and maybe how to add a journal entry.

The irony is im having no trouble at all finding fancy scripts to do the funkey things i want to achieve in an area, but I really havnt the foggiest about how to create the basics that you programming type people take as easy.

I know this is probably a lot of work on your part but I know a few of us are just confused beyond belief and it is getting frustrating having ideas for lovely areas but no matter how hard we try ending up back at stage one over and over due to our lack of knowledge of how arda and the nwn toolset work.

On a side note is there any way to test an area you have made using the arda minimod without spending 3 hours to compile it?
Back to top
View user's profile Send private message
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    The Lands of Arda Forum Index -> General Discussion All times are GMT
Page 1 of 1

Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001 phpBB Group
Web Hosting Directory
Chronicles phpBB2 theme by Jakob Persson (http://www.eddingschronicles.com). Stone textures by Patty Herford.


Start Your Own Video Sharing Site

Free Web Hosting | Free Forum Hosting | FlashWebHost.com | Image Hosting | Photo Gallery | FreeMarriage.com

Powered by PhpBBweb.com, setup your forum now!
For Support, visit Forums.BizHat.com