[Collection] Modding Tutorial Requests

I didn’t read anything about them mentioning a map decompiler, too.

On the other hand I also did not expect an arz decompiler since the only purpose is a one time usage so…no idea.

I don’t remember it happening in TQ, that’s weird.

It keeps popping up even if the editor is running alone, and run as administrator for good measure. I’m thinking something may be off with the paths. I’ll try to scrap the whole mod, create a new one and re-insert the source files manually from windows.

Or… it might be that some items are “shaking” in their places, and when I rotate the camera around and the editor tries to load the respective maps in the scene, it sees that the level has changed. Anyway, it is a little troublesome, but thanks for the suggestion anyway!:slight_smile:

It happened in the tq editor as well, I guarantee it.

What I have read that helped with tq was to not work with full size 256x256 regions and only work on the maps piece by piece. What I mean by piece by piece is to do segment as one map file, do this for every segment and when you’re done, import all the segments to one file. No guarantees though, that is just something I read years ago.

I probably didn’t make a large enough map in TQ to encounter it then.:wink:

I’m not using 256x256, it’s 128x128 so far. I’ll just backup the levels and goof around with remaking the mod from scratch, importing, adding existing etc. I hope it won’t come down to 1 map per level, that would be totally brutal.

Thank you for the information though, every bit helps!

Edit: Solved!

  1. Scrap the mod.
  2. Create new mod.
  3. From Windows, copy all my old source files to where they should be, plus my old .lvls, .rlvs and .tgas (except for world.wrl and world.sd. I left those out.)
  4. Auto Create Assets.
  5. Build.
  6. Onto the Editor. Started over with a new 256x256 region, which I built to work around the “black editor problem”. After that I “Added Existing Regions” which I had manually copied in the maps folder (.lvls, .rlvs and .tgas) and moved the 128x128s to their right places.
  7. Had to redo the sound layers from scratch, as those were not saved (or I just don’t know where they live). There was a white outline on the map where they used to be, but nothing else.
  8. Rebuilt maps/pathing. Save.
  9. Exit Editor, Build mod.
  10. Works, and now I’m not getting the annoying messages any more!

(*I noticed that the old regions are listed as Maps/1.lvl while the new ones are listed as Maps\1.lvl… I hope I didn’t break something else now.:eek:)

Not sure if this is a general “ask question” thread for modding as there are a ton of threads already out there, but I’ve been trying to get the Wander NPC and Wander Points to work.

I’ve tried with actual NPCs, Guards, Monsters and Proxies yet I’m not really seeing much of anything that would confirm whether it’s working or not.

Patrolling on the other hand is definitely working.