Josan12 said:
Surely you mean the pink one?
.Pixote. said:
I’ve done the maps to text thing before, but I was just testing the mapper, and I couldn’t make head or tail of most of the numbers…maybe it could be tested with one map, and see from there. I will pass the artwork to whomever wants to try, or at least knows how to do this properly. But before I pass the whole community the files I need to check every map in Fallout 2, as a precaution. The most critical thing is altering the light levels for the blue maps - reducing the ambient light levels. The caves should be darker than what’s found currently in Fallout 2.
So is anyone up to building the ALL MAPS TEXT for one of the Fallout 2 caves…
I just did a test and it works like I thought. It's really easy, and tedious.
Adding the stuff to the Mapper is the hardest part.
The map.txt is divided into different sections.
First you have all the tiles and they are very easy as they only go by name, no proto info stored. So if you add blue cav1000 into the mapper as cav1000B, you just have to search and replace that.
Then comes the script section which you can ignore.
Then comes the objects section where the walls are.
They have obj_pid and obj_fid stored that needs to be replaced with the newly added wall protos. That info can be found in the proto text files you get when making them.
Take ca001 as an example, with the blue one named ca001b:
Code:
search for:
obj_pid: 50331822 00000174
obj_fid: 50331672 ca001
replace with:
obj_pid: 50333483 00001835
obj_fid: 50333540 ca001b
This was done with the RP, for vanilla the new obj_pid will obviously be different.
And one more thing, there is no point in making one map as it takes the same amount of time as making all of them, minus saving them as text files (and fixing the exit grid data).
Edit: I'll just add a picture for fun. As you (hopefully) can see, you can't mix colors with walls and tiles.