Author Topic: area viewer / exporter  (Read 397 times)

Legacy_acomputerdood

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area viewer / exporter
« on: July 20, 2012, 02:51:43 pm »


               i'm trying my question here, since it's not strictly toolset related:

do any of you know of a program to view the areas inside of a .mod (or even generate them from the .are, .git, or .gic)?  i'm familiar with the mini-map exporter, but was hoping for something with more detail.


i did some playing around with the area files, and i'm assuming they take the information in them, pull in the resources from the tilesets, placeables, etc (vice directly store the information inside), and then display them in the toolset.

it stands to reason that i should be able to do the same using an external program which can then export the resulting image into a .png or some vector-based (zoomable) image.

anyone ever attempted this?
               
               

               
            

Legacy_NWN_baba yaga

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area viewer / exporter
« Reply #1 on: July 20, 2012, 05:43:11 pm »


               Never heard of any programm able to do that.
               
               

               
            

Legacy_s e n

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area viewer / exporter
« Reply #2 on: July 20, 2012, 08:32:18 pm »


               yea, i open areas with the toolset util by bioware.  should come with the game
               
               

               
            

Legacy_NWN_baba yaga

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area viewer / exporter
« Reply #3 on: July 20, 2012, 08:34:14 pm »


               

s e n wrote...

yea, i open areas with the toolset util by bioware.  should come with the game


ROFL
               
               

               
            

Legacy_OldTimeRadio

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area viewer / exporter
« Reply #4 on: July 21, 2012, 03:13:36 am »


               I can't say I fully follow what you want to do.  Do you mean something like...this

If that's not the kind of thing you're thinking of, maybe something along the lines of converting the GFF to XML and then parsing the XML into whatever you had in mind- maybe using the appropriate portraits as quick and dirty 2D image placeholders.

Or, if you're talking about the actual 3D scene, you could try dumping an area from the toolset using an OpenGL scene dumper.  I've done the reverse, dumping an entire scene from the G.E.C.K. editor and turning it into an enormous tilegroup.  I have little experiences with OpenGL dumpers though.