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alfa haks conflict with nwn2 mapper?

Posted: Sun Jan 27, 2008 10:36 am
by peterdin
nwn2 mapper is a very nice plugin to layout interiors.

I've noticed it doesnt work with the alfa haks.
Anyone looked into this already, before I dig into it?

Posted: Sun Jan 27, 2008 8:56 pm
by AcadiusLost
As I understand it, it doesn't work for the RWS custom tilesets (deep halls, deep sewers, deep chasms) with ALFA's haks- as we don't use the same 2da lines as RWS. We couldn't reestablish this compatibility without invalidating all the work spent building with these tilesets already.

It should still work for the NWN2 and MotB tilesets, though...

Posted: Tue Jan 29, 2008 9:31 pm
by peterdin
clear

If I find the time (and there's need for it) I'll have a look.
I think the mapper configuration can be adapted.
For now I just leave it as is.

Posted: Tue Jan 29, 2008 11:06 pm
by AcadiusLost
If the toolset plugins are anything like the ones for NWNx4, adapting NWN2mapper to use our custom 2da lines will likely involve editing the sourcecode and recompiling it using developer tools- if you've access to both and are willing to give it a shot, I'm sure ALFA's builders would appreciate the effort.

I've included text files documenting our 2da row position changes inside the haks themselves (alfa_2da.hak should have the information). I can clarify anything that's poorly documented or confusing as well.

you can actually view the documentation files via sourceforge as well:

Doortypes:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup

Metatiles:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup

Placeables:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup

Tiles:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup

Tilesets:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup

Hope this is helpful, if you decide to take up the attempt.

Re: alfa haks conflict with nwn2 mapper?

Posted: Tue Nov 18, 2008 9:56 pm
by peterdin
seems I got it fixed

download nwn2mapper dat files here : http://www.mediafire.com/?sharekey=d663 ... 4b043cabf0

unzip and put them in the plugin directory

I tested with dwarf, sewers and cathedral.
Seems to do the job.

Have fun
P
ps: please let me know if something does not work.
I'll see if I can fix it.

pps: It does not need a recompile. changing ID's does the job.
ppp": for those who does not know what the mapper is: it lets you easily create interior areas. Search on the nwn2 plugins for it.