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Artist Needed for Worldmap Revision


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#81 Ghreyfain

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Posted 21 March 2005 - 04:42 PM

I just took a look through your .tp2 and stuff, and as I understand it, the Tutu compatible version would still use the giant .mos, only with coloured icons, right? And just the Tutu ones? Or would the rest of the icons be hanging around, but totally unvisitable?

Also, I'd like to be able to steal the bgtbpmap.bam so I can use that with the regular and/or BG2-ified Tutu map. Is that cool with you?

#82 Yacomo

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Posted 21 March 2005 - 10:07 PM

I just took a look through your .tp2 and stuff, and as I understand it, the Tutu compatible version would still use the giant .mos, only with coloured icons, right?  And just the Tutu ones?  Or would the rest of the icons be hanging around, but totally unvisitable?

Yeah, the TuTu version is just the same map. What I do is patch the existing wmp-file (area names, random encounters, entry points etc.) to work with TuTu - this way I only have to maintain one wmp-file instead of a couple of dozen ones ;)
When you play TuTu, most of the locations on the map will never become visible. Although there are some, namely Athkatla that will be visible, but will remain greyed out for the whole duration of your TuTu game. This is probably something I should change for a future version :ph34r:

Also, I'd like to be able to steal the bgtbpmap.bam so I can use that with the regular and/or BG2-ified Tutu map.  Is that cool with you?

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Sure, as long as you give credit B) And be sure not to miss future updates! Actually I would like to encourage this kind of exchange between BGT and TuTu - I would really love to see more productive exchange between the two mods instead of these endless 'my mod is better than your mod' quabbles B)

However, as soon as people start to play BoneHill it would be nice if you encouraged them to use my map instead of developing something new, since BoneHill is already on it. Same is true for the case that somebody wanted to port DSotSC or NTotSC to TuTu - their locations are already on the map...

#83 Chevalier

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Posted 22 March 2005 - 12:24 AM

'Installing new Worldmap now...
Copying 1 file ...
ERROR: [./override/worldmap.mos] has size 21588324: TOO BIG FOR WEIDU <max 16777211>
ERROR: error loading [>/overrdie/worldmap.mos]
Stopping installation because of erroe.'


Oops......


We need a WeiDU update or smaller file size.

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#84 Yacomo

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Posted 22 March 2005 - 12:29 AM

'Installing new Worldmap now...
Copying 1 file ...
ERROR: [./override/worldmap.mos] has size 21588324: TOO BIG FOR WEIDU <max 16777211>
ERROR: error loading [>/overrdie/worldmap.mos]
Stopping installation because of erroe.'


Oops...... 


We need a WeiDU update or smaller file size.

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Ups, I guess you are installing over an existing installation? There is already a workaround in the installer for this WeiDU problem for the initial install.
In your case it seems as if the large mos is still there after the current version was uninstalled, need to check how this can happen - in any case, just remove worldmap.mos from your override folder and the installer should work fine ;)

#85 Chevalier

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Posted 22 March 2005 - 12:57 AM

Ok, that worked.


Edit: How can I view all areas?

Edited by Chevalier, 22 March 2005 - 01:06 AM.

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#86 Yacomo

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Posted 22 March 2005 - 01:50 AM

Edit: How can I view all areas?

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Read the readme :P Ok, I was mean and changed the installation order. I did so since I thought a 'normal' player would just say 'yes' to every component and then end up with the debug map. In order to get the debug map, you'll have to uninstall the second component (or not install it in the first place). Oh, and of course you'll have to start a new game or copy worldmap.wmp over to your save game folder...

#87 Sir BillyBob

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Posted 22 March 2005 - 09:14 AM

However, as soon as people start to play BoneHill it would be nice if you encouraged them to use my map instead of developing something new, since BoneHill is already on it. Same is true for the case that somebody wanted to port DSotSC or NTotSC to TuTu - their locations are already on the map...


I hope to change the areas in the Tutu version to match the BGT-BP version so you can use the map. Right now you have to cross several large areas to get from one side of the L1 area to another. Add the areas of L2 and it takes even longer to move around.

CoM is supposed to be releasing the DSotSC mod for BG1 (and Tutu). It is only a few years late. :lol: (Sorry, had to do that). NTotSC needs resources in DSotSC so ask them about it for Tutu. Would it be in bad form to mention that someone could port the DSotSC for BGT-BP to Tutu in a weekend? :whistling:

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#88 Chevalier

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Posted 22 March 2005 - 12:15 PM

Edit: How can I view all areas?

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Read the readme :P Ok, I was mean and changed the installation order.

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What?? Read the Readme, I already know everything!!! :P

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#89 CamDawg

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Posted 23 March 2005 - 01:53 PM

I know it would be a lot of work, but if I may offer a suggestion... the original SoA map was extremely buggy and inconsistent. I'd suggest, as long as you're revising the worldmap, to build the various BP.* worldmaps off the one in the G3 Tweak Pack. It does not make any MOS changes, but it adds and fixes a number of travel links. It also adds a few new entry points to an area or two so you no longer get dumped randomly into areas like the Small Teeth Pass.

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Hi CamDawg,

Is this offer still valid? If you do not object, I'll merge your worldmap changes into the current BP-BGT worldmap for a future release. Would be one step more towards the 'ultimate' worldmap ;)

Thanks,

Yacomo

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Sorry Yacomo, I didn't see this earlier. :( I'm sure it's too late by now, but yeah, you were/are more than welcome to it.

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#90 Yacomo

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Posted 23 March 2005 - 11:15 PM

Sorry Yacomo, I didn't see this earlier. :( I'm sure it's too late by now, but yeah, you were/are more than welcome to it.

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Thanks CamDawg! You are not too late at all since this map will be an ongoing project ;) For v5 or later I plan to redo the travel times / travel links in a consistent fashion for both BG1 and BG2 as well as all the mods. See this is still some time in the future and I would have PM'd you in case you missed this post. I was just asking in advance :)

Edited by Yacomo, 23 March 2005 - 11:49 PM.


#91 -Guest-

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Posted 26 March 2005 - 08:14 AM

hey, dont get me wrong great work and all.. but everyone is releasing 100000 versions all the time.. how about waiting til its finished? BG comunity has 200+ projects stuck in "beta" :)
Instead of spending toose 15 minutes- uploading map and webside writeing readme talking on forum etc.. maybe you could color in some canyons instead? and pump out that finished product!

great work :hug:

#92 Sir-Kill

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Posted 26 March 2005 - 01:14 PM

wow what a novel concept
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#93 Chevalier

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Posted 26 March 2005 - 01:23 PM

We don't have a private forum, so we are doing this and other BP-BGT modding in public.

'Sorry for the dust, We are open during our remodeling' :)

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#94 Yacomo

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Posted 28 March 2005 - 08:17 AM

hey, dont get me wrong great work and all.. but everyone is releasing 100000 versions all the time.. how about waiting til its finished? BG comunity has 200+ projects stuck in "beta" :)
Instead of spending toose 15 minutes- uploading map and webside writeing readme talking on forum etc.. maybe you could color in some canyons instead? and pump out that finished product!

great work  :hug:

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Guest, I don't know, where you got that impression, but the currently released version of the map mod is fully operational and not considered a beta at all. Only thing I said was, that I am working on future versions with improved content, can't see what's wrong with that...

#95 HardenCoonor

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Posted 29 March 2005 - 04:50 AM

Very nice work, Yacomo. I see that parts of my worldmap are still usable after all.

I would also agree on expanding the map north, adding Neverwinter and the world of iwd1 and 2. This way the island with the sorcerer prison from bg1 could reach a climate zone where it's ice is "stable". It could also be resized then, i mean made a bit smaller. Or put it into a frame.

I also have to say that i liked cloakwood better with the rivers-arms in between, as on the map that was in the bg1-package.

Nevermind, keep up the good work.

EDIT: Removed sentence that implied i have made the CtB map, which is no true, although i wished it was, since it looks like a fine piece of work. Did that to make sure my body is not checked ;) .

Edited by HardenCoonor, 29 March 2005 - 05:37 AM.


#96 Yacomo

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Posted 29 March 2005 - 04:58 AM

Very nice work, Yacomo. I see that my worldmap has been improved a lot.

I would also agree on expanding the map north, adding Neverwinter and the world of iwd1 and 2. This way the island with the sorcerer prison from bg1 could reach a climate zone where it's ice is "stable". It could also be resized then, i mean made a bit smaller. Or put it into a frame.

I also have to say that i liked cloakwood better with the rivers-arms in between, as on the map that was in the bg1-package.

Nevermind, keep up the good work.

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Hey HardenCoonor,

I'm a bit puzzled, it was you that created the original version of this map? Thought it was from CBisson and Valiant, so I asked them for permission to work on it which they granted, but none mentioned your name... If I had known that this was originally by you I would have asked you of course, my sincerest apologies for this :crying:

I hope you do not mind me working on this. And yes, the cloakwood rivers will come back one day, they simply were missing already in the version that I started with :whistling:

Edited by Yacomo, 29 March 2005 - 04:58 AM.


#97 HardenCoonor

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Posted 29 March 2005 - 05:40 AM

Hey HardenCoonor,

I'm a bit puzzled, it was you that created the original version of this map? Thought it was from CBisson and Valiant, so I asked them for permission to work on it which they granted, but none mentioned your name... If I had known that this was originally by you I would have asked you of course, my sincerest apologies for this :crying:

I hope you do not mind me working on this. And yes, the cloakwood rivers will come back one day, they simply were missing already in the version that I started with :whistling:

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The issue with who made what is solved, i think, see my posting above.

For the cloakwood rivers, i can take a look at the stuff i have at home, maybe i have something usable there.

I don't know right now if anyone mentioned the link in this thread, but for extending the worldmap this

http://www.blackwyrm...bain/faerunmap/

is a good "starting point". Some details may be missing(minor cities, rivers etc.), still it gives a good hint at the overall structure.

Edited by HardenCoonor, 29 March 2005 - 07:09 AM.


#98 Hundy

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Posted 04 April 2005 - 04:21 PM

:( I installed your map mod and it looks great. The only problem I have found so far is that I cannot get back into Wakeen's Promade. When I try, it comes up with destination is unreachable. I cannot remember the area code for this area to see if I can port there. So any help would be greatly appreciated. All in all keep up the good work. :thumb:

#99 Hundy

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Posted 04 April 2005 - 05:09 PM

:whistling: Okay after some searching through NI I found the correct area file for the promade and I can port there and visit all the places, but when I leave the area (AR0700) I cannot go back except by porting. Hopefully someone can find out what is wrong and let me know.

#100 Yacomo

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Posted 04 April 2005 - 09:58 PM

:whistling: Okay after some searching through NI I found the correct area file for the promade and I can port there and visit all the places, but when I leave the area (AR0700) I cannot go back except by porting. Hopefully someone can find out what is wrong and let me know.

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Hi Hundy, sorry for answering late, but I was asleep :closedeyes: Since I did not change anything about the BG2 area linking yet, the only thing that I can think of is that you are playing with all worldmap locations visible. Is this true? I intended this option really only for debugging worldmap locations, not for playing :( If you really want to play with this option, I think you will have to turn the visible flag for the second Waukeens Promenade (AR0602) off using NI (in your save game).