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Builders share folder

Posted: Wed Sep 05, 2007 6:03 pm
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

Farm_ext_Aelred

Posted: Wed Sep 05, 2007 6:59 pm
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

Posted: Wed Sep 05, 2007 8:29 pm
by indio
Very cool idea...let me get organised and I'll add some things.

Posted: Wed Sep 05, 2007 8:47 pm
by ç i p h é r
What a great idea Aelred.

Posted: Wed Sep 05, 2007 9:06 pm
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..

Posted: Wed Sep 05, 2007 9:07 pm
by Rusty
Perhaps we can use the Basemod thread in this forum to track what people have added, comments, etc.

Posted: Thu Sep 06, 2007 10:45 pm
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.

Posted: Thu Sep 06, 2007 10:46 pm
by indio
Better yet, if people specify what they want then I can try to produce it for them.

Posted: Tue Sep 11, 2007 3:27 pm
by Castano
excellent idea.

will upload in the coming days.

Posted: Wed Sep 12, 2007 9:49 pm
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.

Posted: Mon Sep 24, 2007 12:59 am
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.

Posted: Wed Jul 23, 2008 10:34 pm
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.