Question about worldmap.
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- Scarf-wearing n00b
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Question about worldmap.
well, to start with, i havn't tried the ditor yet.
My question concernes the worldmap: Can the worldmap be changed?
1)Can the sector tiles be changed?
2)Can new locations (The Green circles) be added
3)If not, can current locations be renamed and replaced with user made maps?
4) Can, and i'm not expecting anything, the world map size be increased? IE: can you add sector tiles?
thanks.
My question concernes the worldmap: Can the worldmap be changed?
1)Can the sector tiles be changed?
2)Can new locations (The Green circles) be added
3)If not, can current locations be renamed and replaced with user made maps?
4) Can, and i'm not expecting anything, the world map size be increased? IE: can you add sector tiles?
thanks.
hello, if your fallout idea starts with "Wouldn't it be cool", then i hate you, and i am very saddened by the fact that technology has not advanced to the point where you can reach out and touch other users, because i would strangle you.
- Red
- Hero of the Glowing Lands
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1) Yes, they're just FRMs (with a bitmask wether you can traverse them, the MSK files I think?)
2) Yes though you have to be careful as if you add more then the game allows cities then it crashes. TeamX released a patch to add cities to rectify that problem but it involves changing Fallout2.exe (well, the patch changes it for you)
3) Yes
4) Yes
2) Yes though you have to be careful as if you add more then the game allows cities then it crashes. TeamX released a patch to add cities to rectify that problem but it involves changing Fallout2.exe (well, the patch changes it for you)
3) Yes
4) Yes
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- Scarf-wearing n00b
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thanks for the reply. i had thought that the engine was much more limiting. Also, Fallout 2 had a LOT of cities, and if you can add more green circles than that (possibly) its encouraging.
well, i think i'll go tinker around with the editor now, thanks.
well, i think i'll go tinker around with the editor now, thanks.
hello, if your fallout idea starts with "Wouldn't it be cool", then i hate you, and i am very saddened by the fact that technology has not advanced to the point where you can reach out and touch other users, because i would strangle you.
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- Vault Veteran
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- Scarf-wearing n00b
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one more worldmap question: I remember in FO1, when travelling through the mountains you went slower than when, say travelling across the mountains. I don't remember if it was like that in FO2. So, can areas within tiles be designated as "slow travel" or "normal travel"?
hello, if your fallout idea starts with "Wouldn't it be cool", then i hate you, and i am very saddened by the fact that technology has not advanced to the point where you can reach out and touch other users, because i would strangle you.
- Red
- Hero of the Glowing Lands
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You don't rememeber it because of the CAR. The feature's in there in FO2 too. You can even fiddle with the "slowdown" in worldmap.txt for 4 types of tiles. Though I think one's ocean and it's nor really crossable, but then again it's already in the MSK, so maybe we could assign it another value regardless.
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it can only be 5 "tiles" high ( i think since i can't find the variable to alter height..) but there it a line in the file WORLDMAP.txt, near the end that specifies how many tiles accross it is...
and from the look of it, the msk files are only there for the sectors with water in them... to stop you running into the water i suppose...
i read somewhere a long time ago that the speed at which you move accross the map was determined by the alpha channel of the image (that right? the greyscale part of the image?? )
and from the look of it, the msk files are only there for the sectors with water in them... to stop you running into the water i suppose...
i read somewhere a long time ago that the speed at which you move accross the map was determined by the alpha channel of the image (that right? the greyscale part of the image?? )
Thanks.Aneurysm wrote:http://www.fallout.ru/projects/MOD/file ... _patch.zip
Added to the FAQ thread.