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The attachment has the same data as the above .xml file, but instead of all being in a single file, each "wallgroup" is a separate, stand-alone file. The numbers are the upper-left coordinate of the bounding box around the wallgroup object.
Posted 23 May 2008 - 05:55 AM
Pocket Plane mods and modlist etc.
Posted 23 May 2008 - 10:25 AM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 23 May 2008 - 10:51 AM
Though I'm trying to see what value Triangle adds exactly.
Edited by jcompton, 23 May 2008 - 10:55 AM.
Pocket Plane mods and modlist etc.
Posted 23 May 2008 - 02:14 PM
Sounds very useful in that case.So, yes, using this method you can also draw shapes freehand in a paint program (such as in a translucent layer above the backdrop in Photoshop/PSP/Gimp/etc.), export them as white-on-black PNGs, and then bmp2polylist them.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 07 June 2008 - 04:16 AM
Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/
Posted 14 July 2008 - 12:10 AM
Posted 14 July 2008 - 01:12 AM
Edited by leahnkain, 14 July 2008 - 01:13 AM.
Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/
Posted 14 July 2008 - 07:07 AM
Interesting, thanks for the information. Are you modding Lionheart or another game?You can download a Granny Model Viewer (it's free) to see the models.
ZAX files contain the map definitions (sounds, models, properties). This file specifies where to place various graphic elements on the map, but not any actual graphics. For example, in Temple District.zax, it indicates there is a Cathedral model (mdl16) at X35, Y878 on the map. It does the same for trees, houses, walls and so on. Toward the end of file is a list of background frm16 textures (grass, water, etc.). However, this is not like a BG tileset since it is just the texture without the overlaying models. Also near the end of the file is a height map (elevations) and light map (light overlay). This is somewhat like an ARE file in the Infinity Engine.
Basically, to translate the big maps, we'd have to figure out the mdl16 format. Then we'd have to come up with some sort of automated routine that would be able to place the multitude of mdl16s overlays and frm16 underlays on a larger map as defined by the zax file. And although I could conceivably figure out former the same way I hacked the frm16 minimaps, it's way beyond my skill to handle the latter. That would probably require some sort of automated tool the likes of DLTCEP or Near Infinity... it'd need someone who knows a programming language like Java or C++ (which is what NI and DLTCEP are written in).
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 14 July 2008 - 08:53 AM
Posted 14 July 2008 - 09:50 AM
Edited by oloneDat, 14 July 2008 - 12:18 PM.
Posted 14 July 2008 - 07:18 PM
Heh. No, I don't think that's likely. I doubt they even have it still, if they ever did, since they've reformed several times. Which is too bad, because Reflexive mentioned a modding tool that would've been released with the game, but I guess that never happened.Reflexive staff says we must contact Interplay to get source code, modding tools etc. I don't believe they'll give us anything.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 16 July 2008 - 12:04 AM
Edited by oloneDat, 11 August 2008 - 05:18 PM.
Posted 05 May 2009 - 08:16 PM
No, think of Pixomatic as a graphics card - it can only see what the game draws (even not even that *really*, since it is all 3D).
Edited by Sam., 14 December 2009 - 08:45 PM.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
Posted 06 May 2009 - 02:59 AM
Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/
Posted 06 May 2009 - 01:20 PM
Possibly some of the ones I detailed on the previous page (post #29) - mainly the frm16 and the mdl16 files are relevant to maps I believe.Pixomatic seems to be able to do things like fog, zooming, materials, textures, terrain, skyboxes, various filters, set detail of actors, alter mouse lag, set refresh rate, stencels, lightmaps, and precashing (although none of this is necessarily what Lionheart uses it for). So what file types do you think are made / used by Pixomatic?
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 24 May 2009 - 08:26 PM
Possibly some of the ones I detailed on the previous page (post #29) - mainly the frm16 and the mdl16 files are relevant to maps I believe.Pixomatic seems to be able to do things like fog, zooming, materials, textures, terrain, skyboxes, various filters, set detail of actors, alter mouse lag, set refresh rate, stencels, lightmaps, and precashing (although none of this is necessarily what Lionheart uses it for). So what file types do you think are made / used by Pixomatic?
So, leahnkain's next suggestion was to contact the makers of Lionheart and ask about the modding tools the game was supposed to have. So...think of Pixomatic as a graphics card - it can only see what the game draws (not even that *really*, since it is all 3D)
SourceQ: Who is making the game?
A: Lionheart is being developed by Reflexive Entertainment. Black Isle Studios teamed up with Reflexive and is publishing the game. While Reflexive is responsible for the vast majority of the gameplay and design decisions, Black Isle oversees development and contributes wherever possible to ensure that the two companies can bring you the best gaming experience.
SourceThe main reason we don't offer them for download or sale is that we don't own anything about the two titles that you mentioned. Both Star Trek: Away Team and Lionheart are completely owned by the publisher who paid us for them. Obviously, Paramount owns the Star Trek IP (and not Activision), but in any case, all code, artwork (and just about anything you can think of relating to the game) doesn't belong to us...thus we can't sell it. The size and content of the games are also different than our usual fare, but figuring what we COULD do with it in our current circumstance is pointless anyway... smile.gif
that was answered with:I'm not sure if this is the right place to be asking this, but I was wondering about the game that Reflexive created called Lionheart: Legacy of the Creator. I know that Black Isle was the publisher and is now gone, so I was wondering if it would be possible to contact someone at Reflexive about getting access to either the source or some of the in-house tools that had been used to make the game for the purpose of modding it. Is this something I should be going to Reflexive about or should I try and hound down any employees still left over at Interplay? (Although i think the president is the only guy left at this point...)
SourceActually, the contractual obligations that we have with Interplay prohibit us from releasing source code or sharing the engine in any way I believe.
As far as Interplay goes, good luck contacting them...I don't mean this meanly, I truly am wishing you good luck...they are hard to get a hold of...
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
Posted 25 May 2009 - 08:46 AM
I don't think it was BioWare but Black Isle Studios... pretty much same thing as far as being able to contact them though. Of course, the lack of publisher-supported tools didn't stop BG modders from making things like NI and DLTCEP, so that's kind of what we need here, or at least a primordial tool like IETME or something.Given this information and the unlikelihood of being able to find anyone from BioWare that even has the ability (much less the inclination) to help, where should we go from here?
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 25 May 2009 - 08:57 AM
Yeah, I meant to say Black Isle.I don't think it was BioWare but Black Isle Studios... pretty much same thing as far as being able to contact them though.Given this information and the unlikelihood of being able to find anyone from BioWare that even has the ability (much less the inclination) to help, where should we go from here?
Edited by Sam., 25 May 2009 - 09:05 AM.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
Posted 25 May 2009 - 09:14 AM
TBH, I'm not sure. The last code I used is the same as what's in post #4 but I was messing around with it to try to get better results and at one point I inserted a couple bytes to get rid of the "skew" you see in some of the earlier posts, but both versions probably have that. You could try both and see which works better. I will say that I only got it to work successfully on the minimaps. The other .frm files would probably require more extensive jiggling to get them into BMP though maybe TGA would be more logical as a first step. IIRC there's not a huge difference between TGA and BMP though. And I looked briefly at the .mdl files to consider making them into BAMs but that is a bit beyond me. Each frame would probably have to be converted to TGA/BMP first or something.Miloch, the code used in your packaged frm16>bmp converter is different than the code found in Post #4. Which is the current one?
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 31 May 2009 - 09:37 PM
When I get a chance I'll try them both side by side and see which one produces better results.TBH, I'm not sure. The last code I used is the same as what's in post #4 but I was messing around with it to try to get better results and at one point I inserted a couple bytes to get rid of the "skew" you see in some of the earlier posts, but both versions probably have that. You could try both and see which works better. I will say that I only got it to work successfully on the minimaps. The other .frm files would probably require more extensive jiggling to get them into BMP though maybe TGA would be more logical as a first step. IIRC there's not a huge difference between TGA and BMP though. And I looked briefly at the .mdl files to consider making them into BAMs but that is a bit beyond me. Each frame would probably have to be converted to TGA/BMP first or something.Miloch, the code used in your packaged frm16>bmp converter is different than the code found in Post #4. Which is the current one?
Level Part=CEntityWalking { Name=fog pusher for start game Child List= Visible=0 Collideable=0 Half Height=0 Full Height=1 Tries To Collide=0 Has Hit Points=0 Stationary=1 Active=1 Is Temporarily Excluded=0 Is Marked For Deletion=0 Activity=Array { Item Count=1 Activity=CAIPushFogOfWar { Marked For Deletion=0 Publisher= Push Radius=CConstant { Constant Value=44800000 } YX Ratio=0.712766 } } Category=NonInteractiveSequence Actor Team Number=Nutral Used In=QuestMode Current Target= Publisher= Model=Editor/Landscape Position X=1295 Position Y=1551 Rendering Height=0 Rendering Height Float=0 Cur Sequence=Idle Cur Damage=0 Destroyed Script Action= Destroyed Effect Action= Damaged Script Action= Damaged Effect Action= Hit Action= Default Death Type=!None Has Done Death Processing=0 Play Ratio=0 Aiming Angle=0 Movement Angle=0 Start FacingAngle=0 Current Frame=0 Created By= BehaviorStack=CEntityBehaviorStack { InProcess=0 Blocking Priority=Idle BehaviorList=Array { Item Count=0 } } Facing Backwards=0 Last Facing Backwards=0 Upper Body Present=0 Synch Aiming And Moving=1 Frame Index Locked=0 Waiting For Discharge=0 Still Shooting=0 Trying To Move=0 Tracking Updates Since Relocate=0 Friction=0 Velocity X=0 Velocity Y=0 Acceleration X=0 Acceleration Y=0 Home Pos X=1295 Home Pos Y=1551 LastDischargePosX=0 LastDischargePosY=0 LastDischargeSequenceName= Movement Speed=Walk }
Edited by Sam., 31 May 2009 - 09:38 PM.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________