Problem Creating Areas in IETME & DLTCEP
Corsymyr
Member Posts: 146
http://www.shsforums.net/topic/28080-cuvs-area-making-class-tutorial/
I followed the above tutorial to a letter, and when I try to CLUAConsole to the Area, my game crashes. I also tried the DLCTEP tutorial as well (which was more difficult for me), and ended up with the same crash. What could I be doing wrong?! The BMP I am using is 20 x 15 (x64), saved as 24bit BMP. The BMP was from IWD originally and was downloaded from;
http://phrozenkeep.hugelaser.com/index.php?pid=33
I can send someone the ARE, BMP, MOS, TIS, WED, HT & LT files if it would help. Is there any special settings for BG:EE that are different from the tutorials? I set the HT to 6, then tried 7 (no difference). I set the LT to white, then black (no change). Set the Search Map to Stone. The naming I used is ARUNxx for all files.
Any help, advice, or direction would be much appreciated.
I also tried going into NI, and exporting the area from IWD (along with all the components), put the files into my BG:EE Override folder and it still crashes .... hmmm.
TIA
Corsymyr
(attached a Rar of my last edit)
I followed the above tutorial to a letter, and when I try to CLUAConsole to the Area, my game crashes. I also tried the DLCTEP tutorial as well (which was more difficult for me), and ended up with the same crash. What could I be doing wrong?! The BMP I am using is 20 x 15 (x64), saved as 24bit BMP. The BMP was from IWD originally and was downloaded from;
http://phrozenkeep.hugelaser.com/index.php?pid=33
I can send someone the ARE, BMP, MOS, TIS, WED, HT & LT files if it would help. Is there any special settings for BG:EE that are different from the tutorials? I set the HT to 6, then tried 7 (no difference). I set the LT to white, then black (no change). Set the Search Map to Stone. The naming I used is ARUNxx for all files.
Any help, advice, or direction would be much appreciated.
I also tried going into NI, and exporting the area from IWD (along with all the components), put the files into my BG:EE Override folder and it still crashes .... hmmm.
TIA
Corsymyr
(attached a Rar of my last edit)
Post edited by Corsymyr on
0
Comments
At first glance I don't see anything wrong. A blank area with no sounds, animations and creatures.
There is another option if you like. If you are familiar with WeiDU... if you Biff your area, it won't crash:) The TIS in the override will be taken care of next build though.
The only other thing I can think of is you may be missing some resource, maybe something you expect to be in BGEE but is not? Some cruft was removed from the game. Not really sure what you tried or if you ran a check for missing resources. Hopefully all these problems will be resolved with the coming patch.
Another question that's been on the backburner--do you know if BG:EE applies the same strict 8-bit 256-color pallette restrictions that BG2 did? It was my thought that the logical process of modernizing/incorporating the PVRCT format into the engine would also eliminate that requirement, but one never knows until they ask. Also, any insights into the naming conventions of those pvr files? Looks like [first letter] + [4-digit area number] + [00-xx counter for the 1024x1024 slices] which is very limiting (doesn't allow for AR1000 and AW1000 areas e.g.) ---is this even needed?
Thanks for the help and insights!
As for how those work... I am still not sure. They have a tool that does that. They save on space. From what I understand, the door tiles and still in the TIS (but its mostly blank with a TIS header) and the PVRZ are the background images. I have no idea about the naming... seems totally random to me too.