ascottk on 10/9/2005 at 00:00
Anyone know how to get hand drawn maps into the level? I can't get it going. So far I have:
* Created maps: HDMAP_LabyrinthLower.dds & HDMAP_LabyrinthUpper.dds to PCTextures(& Textures)\DynamicallyLoaded
* Changed user.ini (also default.ini) to include the maps under: [HandDrawnMaps]
HDMap_20=LabyrinthLower
HDMap_21=LabyrinthUpper
[HandDrawnMapNames]
HDMapName_20=HDMapNameLabyrinthLower
HDMapName_22=HDMapNameLabyrinthUpper
[HDMap20TextWindow0]
Text=blahblah* string=T_HDMapNameLabyrinthLower
[HDMap21TextWindow1]
Text=blahblah* string=T_HDMapNameLabyrinthUpper
(with the string tags to MapRooms.sch)
* Added two more to the total of maps in global ints (meta_MissionHandDrawnMapIndex*=Min: 0, Max: 21 & meta_CSInitialMapIndex).
* Added meta_HasHandDrawnMap_20 & 21 to the flags
* Added skins to the MapUI mesh
* Created scripts acquired by frob (MapAcquiredByFrob &:
When I am frobbed by player
Set flag [meta_HasHandDrawnMap_20] to TRUE expires on map change [TRUE] expires on mission [0]
* Added EnterMissionHandDrawnMap0=20 & EnterMissionHandDrawnMap1=21 on the EnterMissionInfo actor (for the mission & the entry map)
But when I frob the scrolls on my map I still don't get a map, "You don't have a map for this mission yet".
I've looked for something similar to a HUDRender link or something to tell the game to use my HD map but none of the OMs gave me a clue.
EDIT: When I added the EnterMissionHandDrawnMap1=21 to the Entry map it shows up on the entry screen & in the game but I don't want it on the entry screen . . .
Krypt on 10/9/2005 at 03:39
It is possible that the number of maps is hardcoded, and trying to add more might break things. I would try changing the ini so one of the existing map numbers references the map image you created, then use the existing frob script that would give you that map number. This would break the orginal game, but I would think one of the FM loader programs in development could handle this..?
By the way the Docks, Clocktower, and Stonemarket2 maps were originally drawn by me. All the designers just did a quick rough version of the handdrawn maps, and the artists just added the "old paper" effect and some icons. I should have gotten an art credit! :laff:
ascottk on 10/9/2005 at 06:09
Quote Posted by Krypt
It is possible that the number of maps is hardcoded, and trying to add more might break things. I would try changing the ini so one of the existing map numbers references the map image you created, then use the existing frob script that would give you that map number. This would break the orginal game, but I would think one of the FM loader programs in development could handle this..?
By the way the Docks, Clocktower, and Stonemarket2 maps were originally drawn by me. All the designers just did a quick rough version of the handdrawn maps, and the artists just added the "old paper" effect and some icons. I should have gotten an art credit! :laff:
Thanks & now that I'm looking at the docks I see a pagan symbol I could've used on my map! Anyway I do think potterr's user_patch.ini in Garrett Loader will take care of that.
ascottk on 10/9/2005 at 07:08
I did manage to get the maps (when the maps were >19) to show after a frob but they also show at the level entry screen. I went back to 0 & 1 and now I get the same results but with "Lord Ember's Chamber", & "Ground Floor" texts on the maps.
EDIT: Nevermind about the other text stuff. There are two places for text to go on the map & I didn't "over write" the originals [HDMap*TextWindow*].
Krypt on 10/9/2005 at 20:41
You'll have to find the stringtag definition file to change the labels. It's just a text file used for localization with a big list of all the strings, though I don't know where to find it as I don't have the game installed atm. Someone else on this board probably knows, or maybe the Wiki.
Beleg Cúthalion on 16/10/2012 at 21:03
I have to do a little necromancy here since this is the most substantial thread about hand drawn maps yet. As some of you know, I have the problem that my custom map shows up without the usual highlight in TDS, making it dark and hard to read. At that stage I had placed my custom map in the position of the original Inn map (#5 I think), changing the map description and deleting the room names in ...\String_tags\MapRooms.sch to get rid of the labels placed on the hand drawn Inn map.
The reason I used this unclean method was that setting up my map as one of #0–19 by introducing it in user/default.ini didn't work. I'm now trying this (had done the same beforehand for the Inn map number) for user.ini content:
Code:
[HandDrawnMaps]
HDMap_0=Hermes
[HandDrawnMapNames]
HDMapName_0=T_HDMapNameHermes
[HDMap0TextWindow0]
Height=32
Width=100
Y=1
X=1
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CastleInnerCourtyard>
[HDMap0TextWindow1]
Height=32
Width=110
Y=1
X=1
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_LordEmberChambers>
...to tell the game/T3Ed that map #0 (originally Castle) is now the one called HDMAP_Hermes.dds (in ...\DynamicallyLoaded\... by the way, the coordinaters for the labels are set to 1 for debugging reasons because I though I had broken it by setting them to -1 in order to make them disappear). All mission info actors were set to show map 0...but nothing happened. So I simply replaced the actual texture and told the game to use the Inn map, removing the overlay room names manually. However, this, as said earlier, resulted in a darkened map for whatever reason (maybe because of a hidden property since the Inn is the first and tutorial map). Anyway, I hope that this lack-of-highlight problem can be solved by setting up my map with overwriting just the number of an original one (like Krypt suggested in #2). It's just that this doesn't work on my end. Who of you got custom maps working and knows what I might have overlooked?
I just tested things with snobel's built-in FM loader (and it worked fine) but I don't think that the reason for the problem (like user_patch.ini process not working etc. but I trust him on this one). For some other reason T3Main.exe now gives me runtime errors when using Send-to-xBox to build ibt files after working great the first two times this evening (well, at least the second time, the first time my virus scanner jumped in since I hadn't tried everything out on my new PC yet... the whole thing crashed but the ibt files were still created :p). I had simply altered the EnterMissionInfoActor of my FM so that the map names 1-5 (beneath the EnterMissionHDMap... entries) were set to -1 instead of 0 (like in the Castle Info for instance) but even setting it back to 0 didn't help. Would have been a strange crash anyway, but it's the only change I can remember. The runtime error comes straight after switching to the loading screen and appears in the background only, the loading screen remaining as it is and never finishing.
snobel on 17/10/2012 at 07:28
Quote Posted by Beleg Cúthalion
For some other reason T3Main.exe now gives me runtime errors when using Send-to-xBox to build ibt files
[...]
The runtime error comes straight after switching to the loading screen and appears in the background only, the loading screen remaining as it is and never finishing.
Is this the alpha exe? If it is, then I have an idea about what goes wrong...
Beleg Cúthalion on 17/10/2012 at 14:26
Quote Posted by snobel
Is this the alpha exe? If it is, then I have an idea about what goes wrong...
Well, I used the alpha exe on my T3 game setup and not in my T3Ed setup, although I had the same idea. But who knows what code you used in that thing. :sly: Just wanted to check it on my laptop, but loading the map resulted in a crash, maybe I changed more than the maps and GameSys (which I've backed up) yesterday.
snobel on 17/10/2012 at 19:13
Yeah, I thought as much. Almost a pity though, it would probably have been an easy fix.
Beleg Cúthalion on 23/10/2012 at 18:45
I'm a bit of an artist I guess. I just used my own crash-o-meter to find out that the Entry.gmp was missing. :p Using my test directory for the FM (the one which gets zipped up afterwards) with your built-in mission loader sort of messed things up I fear. I wondered why there was no more user_patch.ini in the directory and after re-naming the User.ini file and testing I found it to be re-named to User.ini (with capital U) once more. Are there other things messed up now..?
Anyway, trying to establish my own map via the ini files as the new map 0 (i.e. zero) didn't work apparently despite the fact that 0 seems to be a valid number (on the other hand, there is an additional map for "Castle0" on the place of #19, so 0 is maybe indeed broken). I'm trying 1 now...
Edit: No success in 1 but I forgot to copy the new GameSys. Now after looking at Str8g8's Bridge I tried to use #20, info actors and user_patch.ini adjusted to declare #20 as my custom map. No success. I'm pretty sure the property slots are correct, there are no typos in the ini code and I suppose snobel's FM loader doesn't cache large parts of the game content (I haven't tried TFMM). Anyone with an idea where to look? I'm tired of seeing that I haven't got a map for this mission yet. :(