Builders share folder

Ideas and suggestions for game mechanics and rules.
Locked
User avatar
Aelred
Builder
Posts: 316
Joined: Mon Feb 21, 2005 5:38 am
Location: Costa Rica
Contact:

Builders share folder

Post by Aelred »

Hello builders,

I have created a new folder on the DMFTP under the modules header called "Builders share folder." The idea is to erf/prefab and share anything we build that will save build time on other servers - especially the things that take very long to build because of all the small placeables envolved.

For example: I need to build a large open air market for Essembra that will include several different merchant stands - other servers can use pieces of it or all of it as needed.

My suggestion is that if we add anything to the Builders share folder we should post an entry into this thread - including details and images to give other builders a clearer idea of what the erf/prefab contains. I will edit this first post to keep an updated list of what is in the folder for easier reference.

Erfing exteriors: Create a new tiny exterior and copy/paste anything you would like to share before erfing - remember to height lock first.

Erfing interiors: Remember to height lock before erfing.

Prefabs: Again, height lock before grouping and exporting the group.

Naming Conventions: To best organize the resources in the folder I would suggest we all use the same naming conventions. Beginning with the simple name (Farm, Library, Market, Temple) then the type (ext, int, or pfb) and finally the builders name...with underscores for seperation.

Farm_ext_Castano
FarmStable_int_Thangorn
FarmChickenCoop_pfb_Indio
TempleWithCemetary_ext_Marklos
TempleEvil_int_Teric
TempleLathander_pfb_Cipher

Entry Post in this thread: To make it easy for other builders to decide if they would like to use the shared resource without having to download and look at it first, I would suggest that we post an entry for each resource in this thread including at least the following basics...

Name
Description
Images
User avatar
Aelred
Builder
Posts: 316
Joined: Mon Feb 21, 2005 5:38 am
Location: Costa Rica
Contact:

Farm_ext_Aelred

Post by Aelred »

Farm_ext_Aelred

This is a small farmhouse and barn with a pen/corral for animals.

I didn't include the lights because each server has different light settings.
Everything is set to environmental and the walkmesh cutters are set.
Everything is height and position locked. (You will need to select all and set position to false before copy/pasting. If copy/pasting onto uneven terrain you will have to select all and set height to false and then individually raise these objects into a good position - water pump, bucket, hay bales, sacks, pitchfork, hay in the trough, winch)

Image
Image
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

Very cool idea...let me get organised and I'll add some things.
Image
User avatar
ç i p h é r
Retired
Posts: 2904
Joined: Fri Oct 21, 2005 4:12 pm
Location: US Central (GMT - 6)

Post by ç i p h é r »

What a great idea Aelred.
Thangorn
Haste Bear
Posts: 2081
Joined: Fri Oct 01, 2004 1:00 pm
Location: Queenstown, New Zealand

Post by Thangorn »

sounds like this is the place to put my template inn. Cipher, Acadius or Indio will need to have a quick peek at it though to help me fix the key return to merchant script.

good stuff Aelred..
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
User avatar
Rusty
Retired
Posts: 2847
Joined: Mon Feb 21, 2005 10:36 pm
Location: London
Contact:

Post by Rusty »

Perhaps we can use the Basemod thread in this forum to track what people have added, comments, etc.
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

Allright, I'll be adding a few things over the weekend, including:

- Military Encampment (Civilised)
- Military Encampment (Humanoid)
- Adventurer Campsite
- Humanoid Campsite
- Outdoor Sawmill
- Exterior Shrine
- Glade
- City Park
- Resting Areas

These are the sorts of things I'm always wanting to lay down in an area but haven't made a prefab of...so I'll get them done and post them when ready.
Image
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

Better yet, if people specify what they want then I can try to produce it for them.
Image
User avatar
Castano
Head Dungeon Master
Posts: 4593
Joined: Wed May 26, 2004 5:42 pm
Location: USA

Post by Castano »

excellent idea.

will upload in the coming days.
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page

On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

I just remembered I haven't done these yet, but am enjoying my week off too much to tackle them now. Will upload next week.

Hope things are going well for you Aelred. Let us know if there's anything I can do to help.
Image
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

3 Prefabs...add to your Overrde folder and restart the toolset:

http://www.thesilvermarches.net/uploads ... refabs.rar

1. Campsite - Adventurer
Image

2. Campsite - Swamp
Image

3. Camp - Military
Image

More to come. Still catching up.
Image
User avatar
Teric neDhalir
Githyanki
Posts: 1495
Joined: Mon Jan 05, 2004 10:04 pm
Location: Manchester UK

Post by Teric neDhalir »

sjc_placeable_translatable.erf
1 placeable: Translatable Object (in normal Man-made props section)
1 script: sjc_translatable_object_onused

This is a placable that only displays text to a PC with the correct DMFI language when clicked.

Usage:
Add placeable to area and change its appearance to the type of object you want.
Change the value of its variables;
SJC_PLC_LANG: The language the PC must know to be able to read the text. Choose from:
ABYSSAL, ALGARONDAN, ALZHEDO, ANIMAL, AQUAN, ASSASSIN, AURAN,
CANT, CELESTIAL, CHESSENTAN, CHONDATHAN, CHULTAN, COMMON,
DAMARAN, DAMBRATHAN, DRACONIC, DROW, DROWSIGN, DRUIDIC,
DURPARI, DWARF, ELVEN, GIANT, GNOLL, GNOME, GOBLIN, HALARDRIM,
HALFLING, HALRUAAN, IGNAN, ILLUSKAN, IMASKAR, INFERNAL, LANTANESE, LEETSPEAK, MIDANI, MULHORANDI, NEXALAN, OILLUSK, ORC, RASHEMI, RAUMVIRA, SERUSAN, SHAARAN, SHOU, SYLVAN, TALFIRIC, TASHALAN, TERRAN, TREANT, TUIGAN, TURMIC, ULUIK, UNDERCOMMON, UNTHERIC, VAASAN.
[Note: Not all languages may be offered as options to starting characters on your server. Investigate dmfi_inc_langexe for the language choices offered]
SJC_TRANSLATED_TEXT: The text to display if sucessfully translated.
SJC_FAILED_TEXT: What message to display if the PC cannot read the text.

I have set the text to display in the chat window so that the PC can keep the information to themselves if they wish.
Locked