View Full Version : Modding for TQ Advanced Guide? Anyone?
Prowlinger
07-05-2006, 11:36 AM
Anyone brave or smart enough yet to make an advanced manual as a supplemental to the basic intro modding guide from Ironlore?
I have not really started on the deep modding yet and it would be nice to have a single source of info for covering various topics that have been discussed in these forums etc so far as solutions and not having to search search search search.
A nice pdf would work... Davey or Linque? Anyone?
:)
Linque
07-05-2006, 11:40 AM
I'd wait until we hear from IronLore ... I think they might release a better modding manual later on. Hopefully. Once that's out, we can add any tricks that are missing ourselves and compile a complete guide.
We need more of a "How not to crash the editor" guide. :\
Linque
07-05-2006, 02:41 PM
It could be a bit more stable, yes. I can edit without problems though, just as long as I save often.
Hairwolf
07-05-2006, 03:04 PM
yeh well hopefully the patch will fix all:D
Happyface
07-05-2006, 03:07 PM
Cant wait for the patch like the rest of you guys
Its stable.. as long as you do everything in the exact order/right way. Unfortunately, the 'right way' isn't said anywhere, so you ahve to just use trial and error to get things to work... :\
Linque
07-05-2006, 05:27 PM
Actually, the map editor crashes every now and then when I open my mod up and go to Editor Mode. It's something about loading all the models etc in my marketplace area.
Hairwolf
07-05-2006, 06:50 PM
yeh had a few errors meself apparently for no reason, while compiling maps, still could be something i'm doing wrong as well..i haven't has too much of a chance to get aqquainted with the toolset just yet as work and indeed the game itself distract me:)
Sheezwack
07-05-2006, 09:34 PM
Yeh doing things in the right order seems to be the key.
Basically what I have found is:
1. You can keep the art editor and quest editor open at all times.
2. Rebuild the art editor before opening the map editor
3. Make your changes to the map, rebuild it, save it and CLOSE the map editor
4. Rebuild the art editor.
This order seems to work without crashing, any crashes ive had are in relation to the maps/art editor
Linque
07-06-2006, 05:07 AM
After I've got the hang of it buidling maps isn't a problem anymore.. the only time when I have crashes are when messing around with the map editor. I was making an underground river on a grid and rotating the camera almost horizontally - the editor crashed.
But, as I said earlier, these don't happen often.
hiscosmicbunny
05-03-2008, 06:32 AM
Yeh doing things in the right order seems to be the key.
Basically what I have found is:
1. You can keep the art editor and quest editor open at all times.
2. Rebuild the art editor before opening the map editor
3. Make your changes to the map, rebuild it, save it and CLOSE the map editor
4. Rebuild the art editor.
This order seems to work without crashing, any crashes ive had are in relation to the maps/art editor
thanks for that bit of advise. I have just installed IT art manager and world editor, they are said to be more stable, I've deleted the cursed toolset on the original TQ, as it was useless, crashed all the time and I kept loosing a lot of work. Hope the IT toolset is better now. I can't find an advance modders guide anywhere. I need to know how to get the text on the map as you run into a new forrest or something, between the two posts. That would be useful. I am not planning on using the quest editor, as I can't see a way of changing the text of the people to anything new, so they'll say the stuff on the pre-set game. If you had an option of just a text window coming up when you click on the soldier/person that would be better. I agree that a good explanation of portals would be good, the official one is rubbish...and because of that I'm not using it...
I've got this to work now....
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