Author Topic: General question regarding adding custom tilesets  (Read 336 times)

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
General question regarding adding custom tilesets
« on: August 28, 2013, 07:21:12 pm »


               So, I've been looking around and found a couple of tilesets I'd really like to add to my existing module. However, when I attempt to add them, I'm getting scripts that are displaying errors and it's canceling my build of the module.  Mostly it's the ATS tradeskill system causing me all the grief, and I'm wondering what the best course of action would be at this point? Should I just let the build do it's thing, then once it cancels (30 minutes later), go down the list one at a time and fix the issues if I can? Or is there a workaround for this?
 

EDIT: I'm going to go ahead and let it build and error out, and just fix what I can, worse case, I'll comment out offending lines of code and get each script to compile first. Need this tileset lol.
               
               

               


                     Modifié par Rio420, 28 août 2013 - 06:48 .
                     
                  


            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
General question regarding adding custom tilesets
« Reply #1 on: August 28, 2013, 11:10:18 pm »


               Tilesets have nothing to do with scripts at all. I guess you are adding the tilesets and because of that the module is being rebuilt and reports bugs in the scripts which were definitely not caused by the tilesets and had to have been there before. It is just strange that those bugs weren't reported before.
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
General question regarding adding custom tilesets
« Reply #2 on: August 29, 2013, 12:32:22 am »


               There is no file of a tileset that has any relationship to a script just by adding it. The only thing that can happen if you add a new area to your module that an "area name" gots messup up somehow. So it must be a problem within your module or an area tag.
               
               

               


                     Modifié par NWN_baba yaga, 28 août 2013 - 11:33 .
                     
                  


            

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
General question regarding adding custom tilesets
« Reply #3 on: August 31, 2013, 09:40:46 pm »


               I'm gonna ask here as well, since it seems appropriate.

I added the CEP 2.4 and MGSkaggs Desert City Tileset to my module, built the module and tried to load it. It posted for me on the server machine, but when others see it in their list, it shows as offline, could this be due to improper ordering in the hak file or because a .tlk file was missing?

I just don't get it, I even tried to throw up my original module without any of the custom content and it still would not post.  Nothing has changed on the machine it's being hosted on, so what gives?
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
General question regarding adding custom tilesets
« Reply #4 on: August 31, 2013, 10:55:42 pm »


               thats far beyond my own experience and maybe post your problem in the module builders section too. I Dont know if anyone of them is checking our forums regulary.