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Help with placeable g_trescivil003

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 JCarter426
04-03-2008, 10:03 PM
#1
All right, I'm in the process of adding some placeables to Residential Module 082 West (204TEL) by editing the .git file. Problem is, some of them aren't showing up, specifically the empty footlocker, g_trescivil003.

This is the entry in the .git file:

[STRUCT ID:9]
Bearing [Type: FLOAT] Value: -1.57079756259918
TemplateResRef [Type: RESREF] Value: g_trescivil003
TweakColor [Type: DWORD] Value: 16777215
UseTweakColor [Type: BYTE] Value: 0
X [Type: FLOAT] Value: -65.4733505249023
Y [Type: FLOAT] Value: -15.2356195449829
Z [Type: FLOAT] Value: 0

I'm 99% sure that the problem isn't the coordinates (as I've changed those more than once). And I've successfully added some other placeables already.

Can anyone help? Please? :)

EDIT: Having the same problem with g_tresmillow008.
 bindo245
04-04-2008, 12:26 PM
#2
I think u have put it on the wrong one, is there a placables section , in the file ?
 stoffe
04-04-2008, 12:39 PM
#3
All right, I'm in the process of adding some placeables to Residential Module 082 West (204TEL) by editing the .git file. Problem is, some of them aren't showing up, specifically the empty footlocker, g_trescivil003.

Z [Type: FLOAT] Value: 0


Make sure that the Z coordinate is correct. Unlike creatures, placeables do have an elevation coordinate that is being used by the game, so if it's incorrectly set your placeable may appear below the floor or above the ceiling.
 JCarter426
04-04-2008, 1:00 PM
#4
I think u have put it on the wrong one, is there a placables section , in the file ?

I'm pretty sure it's the right one (I checked with another .git to be sure).

Make sure that the Z coordinate is correct. Unlike creatures, placeables do have an elevation coordinate that is being used by the game, so if it's incorrectly set your placeable may appear below the floor or above the ceiling.

I thought it might be that, but i checked with another with another .git, and I'm fairly certain I have the right Z coordinate. But I'll check again.
 JCarter426
04-05-2008, 2:39 AM
#5
I fixed it. When I dropped a copy of the placeable in my Override folder, the problem went away. I actually have had a similar problem in the past, but I didn't put the two together until now. Probably won't do wonders for the file size, but I guess there's no other choice.
 glovemaster
04-05-2008, 6:21 AM
#6
Ah, there is a struct in the root struct that it like this:
UseTemplates [Type:BYTE] Value: (0 is NO, 1 is YES)

Make sure that this is set to 1 (YES) and it will allow you access to files in the templates.BIF

Hope that helps ;)
 stoffe
04-05-2008, 8:09 AM
#7
Make sure that this is set to 1 (YES) and it will allow you access to files in the templates.BIF


Or in the MOD/RIM file or the override folder for that matter. If this field is set to false/0 then UT* template files won't be used and you must put all their data directly in the GIT file (like NWN does it) for object instances that are to be pre-placed in the game world. :)
 JCarter426
04-05-2008, 6:13 PM
#8
Ah, that makes sense. Thanks to you both. :)

EDIT: Hmm...it's set to 1, but I'm still having the same problem. What's even stranger is that some of the placeables that do show up are the wrong ones (but when I drop a copy into the Override folder, the right ones show up).
 glovemaster
04-06-2008, 5:43 AM
#9
Are there copies of the placeable in your .mod file? (Assuming you use mod files, some people use the .erf and .rim split, but I recommend using the mod file :D)

It could possibily be conflicting TemplateResRefs, or basically filenames. If you have a "g_trescivil003" in your module file aswell as in templates.bif I think that the game will use the one in your module. But I'm just thinking of a (logical) explanation :p.

If your going to be using the placeables from templates.bif then I recommend you delete any placeable UTP files in your module. If your still getting the wrong placeables then its likely you have the wrong TemplateResRef. :rolleyes:
(I'd check that first, before you go deleting stuff ;))
 JCarter426
04-06-2008, 6:37 AM
#10
Haven't made a .mod file yet; I've just been editing the .git and dropping that in the old Override folder.

That's the problem, isn't it? I'm getting the feeling that's the problem...I'll test that later...
 stoffe
04-06-2008, 7:07 AM
#11
Haven't made a .mod file yet; I've just been editing the .git and dropping that in the old Override folder.

That's the problem, isn't it? I'm getting the feeling that's the problem...I'll test that later...

You should never put GIT files in the override folder. They will override any file with the same name, including the ones in your savegames containing the game state for that area.

(If it's a standard game file sometimes multiple modules contain GIT files with the same name but different content, which can cause trouble as well.)
 JCarter426
04-06-2008, 6:55 PM
#12
Yup, that's what I thought. I figured I could risk it, because I haven't actually been playing the game, but just testing the mod. And I've been loading a saved game from Peragus and warping, so no problems there either.


EDIT: Turns out that actually wasn't the problem. I did everything the right way--packaged it all into a .mod--and that solved nothing. Oh well...I guess a few more KBs won't hurt.
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