CBisson
Posted: Apr 13 2004, 03:47 PMGuess what folks! We've got it.
Thank Idobek for the logical solutions to my math deficiency.
Check out the screenshot of the trigger in-game:
http://www.teambg.net/%7Echeckbod/htmlimage/statue.jpgOk, let me do up some tests with it: making different triggers with different number of vertices in different areas and such and then I'll start on the Containers. I don't think I'll be doing Doors as there's really no need: I don't think weidu can add to a tileset anyhow. Just think, probably sometime this coming weekend, weidu will be able to completely modify an existing area. Pretty cool, if you ask me.
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CBisson
Posted: Apr 13 2004, 05:11 PMThe template for Area Triggers is done. I've tried it on 6 areas with basically the same "trigger" (a proximity, a travel, and an info for each area), but I need your feedback to flesh out the codes.
Please, download the code and try it out for yourself. Give me some feedback please.
http://www.teambg.net/%7Echeckbod/ctbftpzi...AreaTrigger.tp2THANKS ALL!
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Loriel
Posted: Apr 16 2004, 11:15 AMI'm a Mac modder, and since we don't have an area editor, NI and Weidu are all we have for this task (the only problem is lack of graphical editor). I've been using this technique for a few months now in several of my mods. I don't read this forum much anymore, so I didn't know there was a demand for it, otherwise I would have posted it sooner. Probably better that I didn't, though, because your template is infinitely better documented than mine would have been.
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CBisson
Posted: Apr 17 2004, 11:36 AMIdobek-
Can I get some more logical help? Something's wrong with my numbers for the containers. Check this one out if you would please:
http://www.teambg.net/%7Echeckbod/ctbftpzi...eaContainer.tp2 *****
Idobek
Posted: Apr 17 2004, 02:08 PM I think the first thing you need to fix is the amount of bytes you are adding for a container. I'm making a container to be 192 bytes not 184. I'll look at it more closely tomorrow.
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CBisson
Posted: Apr 17 2004, 02:22 PMYup, you're right again. IEDSP is slightly wrong with it's offsets for the .ARE container headers: instead of the last offset at 0x088h +56d, it's 0x80h +56d. Just a IEDSP typo that I didn't look closely at.