Author Topic: Trouble with Areas - ResRefs  (Read 1320 times)

Legacy_Zephyrys

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Trouble with Areas - ResRefs
« on: August 17, 2010, 12:49:38 am »


               Hello, everyone.  I'm relatively new to the builder scene, and I've ran into a problem while working with other builders on persistent worlds.

Basically, we all have our own copy of the latest version of the mod, and we're creating and modifying the things we want to create and modify, then everyone sends ERFs of the areas they created to one person to import into the mod.  Not a problem, right?

.... except every time we create new areas, the toolset automatically assigns an uber-generic ResRef to that area  (usually "area###", ie "area001", "area002", etc) no matter what we initially call the new area on creation.  This wouldn't be too much of a problem if only one person was working on the mod at a time.  But when I have an area with a ResRef "area015" in my mod and I import someone else's area dubbed "area015", suddenly the area I created is gone, overwritten by the other person's area.  I've tried going into the area properties to change the resref, but the field is greyed out and it won't let me change it.

How do we make sure our newly created areas have unique ResRefs that won't be overwritten on an import?  ':pinched:'
               
               

               
            

Legacy_B_Harrison

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Trouble with Areas - ResRefs
« Reply #1 on: August 17, 2010, 12:58:36 am »


               Area resrefs are created from the names you give them at the name and tileset dialog when they're first created - and if those names are invalid (refrefs must be 16 characters or less without spaces or special characters) the toolset assigns the "area001" naming convention you're seeing.

It's best to always name your areas as the resrefs you want them to have (say, goblin_mine_05), and then change their display names to whatever you want after they're created, from area properties. You can change an existing area's resref by creating a copy of the area (right click - Create Copy) and assigning the resource name you want.
               
               

               
            

Legacy_TSMDude

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Trouble with Areas - ResRefs
« Reply #2 on: August 17, 2010, 01:22:48 am »


               'Posted

A good way is to have a Grid Map like the one above. Everyone who does ANY area names there area following a simple naming convention. If I am working in the Upper right corner then the reserf would be like this.

a1

Say I then put a dungeon in there called Bob;s Big Bad House.

So now I have this;

a1_bbbh

Say there is two levels.

a1_bbbh_2

It makes it easier and is also good for making waypoints and transtions as well. If a1 connects to a2 then my trans and waypoints read like this.

a1toa2
WP_a1east
a2toa1
WP_a2west

Naming conventions are great just start early and stick to them. Also making sure if someone makes a new script it has thier intials on it. Same with items and just about everything else.
               
               

               
            

Legacy_Zephyrys

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Trouble with Areas - ResRefs
« Reply #3 on: August 17, 2010, 01:59:46 am »


               Thanks, guys, big help!  I'll spread the word to the other builders.
               
               

               


                     Modifié par Zorpheus, 17 août 2010 - 01:02 .