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Author Topic: Feature Tags  (Read 6962 times)

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Feature Tags
« on: »
Has anyone tried to use a new tags?

At the moment I have 2 problems.

1. I can`t create a CHILD(Add inheritance) as showily here:
I'm looking for a solution on the official forums and it looks like it's a bug that can`t be fixed.

2. My tags do not work as they should.  :(
I created several tags:
EC_DEAD_P01
...
EC_DEAD_P11

This should help me generate a random corpse in location. And that should be only 1 time for each corpse.
I changed my Level Rule Set:



Here is my layout for a corpse:



Each variant has its own tag, but when I create a level it's not working - corpses have duplicates.

Do I something incorrectly or new tags do not work?
« Last Edit: August 31, 2015, 09:23:41 pm by Kva3imoda »

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Re: Feature Tags
« Reply #1 on: »
I learned how are made BATTLEFIELD_PIKES in Battlefield. And now I understand what I did wrong.  :)

1. Level props should be correct:

Test Level


2. Corpses Layout should be correct:

Dead_Passenger Layout


No unnecessary groups.

3. Tags must have the same inheritance:



This returns us to the problem#1.
Is there a way to create correct new tags with a identical inheritance? Maybe this can be done manually?
« Last Edit: September 01, 2015, 02:38:42 am by Kva3imoda »

Re: Feature Tags
« Reply #2 on: »
This returns us to the problem#1.
Is there a way to create correct new tags with a identical inheritance? Maybe this can be done manually?

Oh, it's very simple!  :D

Update: Do not use this method. And never use the Feature Tags Editor. These tags do not work in the game, in addition it can cause problems when you try to fix it.

Use another method for dynamic tags that you find below.

When you create your own tags, you'll find a new file featuretags.hie in MEDIA folder.
Here you can find all Feature Tags.

In my case, it looks like this:


Code: [Select]
[EC_DEADS]
<INTEGER>ID:155
<STRING>NAME:EC_DEADS
[/EC_DEADS]
[EC_DEAD_P01]
<INTEGER>ID:153
<STRING>NAME:EC_DEAD_P01
[/EC_DEAD_P01]
[EC_DEAD_P02]
<INTEGER>ID:156
<STRING>NAME:EC_DEAD_P02
[/EC_DEAD_P02]
[EC_DEAD_P03]
<INTEGER>ID:157
<STRING>NAME:EC_DEAD_P03
[/EC_DEAD_P03]

My  Inheritance has ID 155
Code: [Select]
[EC_DEADS]
<INTEGER>ID:155
<STRING>NAME:EC_DEADS
[/EC_DEADS]

Add(manually) <INTEGER>child to each tag:

Code: [Select]
[EC_DEADS]
<INTEGER>ID:155
<STRING>NAME:EC_DEADS
[/EC_DEADS]
[EC_DEAD_P01]
<INTEGER>ID:153
<STRING>NAME:EC_DEAD_P01
<INTEGER>child:155
[/EC_DEAD_P01]
[EC_DEAD_P02]
<INTEGER>ID:156
<STRING>NAME:EC_DEAD_P02
<INTEGER>child:155
[/EC_DEAD_P02]
[EC_DEAD_P03]
<INTEGER>ID:157
<STRING>NAME:EC_DEAD_P03
<INTEGER>child:155
[/EC_DEAD_P03]

Check in the editor:



Everything works fine!  ;D
« Last Edit: September 03, 2015, 09:42:45 pm by Kva3imoda »

Re: Feature Tags
« Reply #3 on: »
And that's how it looks:



I have 16 points of spawn, but always spawns only 11 corpses.

Re: Feature Tags
« Reply #4 on: »
I know nothing about level-making, but what you show here impresses the hell out of me!

I have no doubt that you will figure it out Kva ;D Thanks so much for sharing your learning


Re: Feature Tags
« Reply #5 on: »
Thanks so much for sharing your learning
Yup, there is not much information about level creating. These tags cool stuff that helps randomize level.

Re: Feature Tags
« Reply #6 on: »
You know, If I remember correctly the Feature tag editor was broken when runic update GUTS so we couldn't create new Static Unittypes. Since both use the same base window.

Is good to know that it still can be done "by hand"   :D

Re: Feature Tags
« Reply #7 on: »
Is good to know that it still can be done "by hand"   :D
Well, it's sad, but new tags do not work in the game. Yes, it works fine in GUTS, but not in the game.  :-[

Re: Feature Tags
« Reply #8 on: »
Can you send me the bindat to look at? Maybe it's just a problem of the bindat not getting built right, so maybe we could fix it at a binary level...

Re: Feature Tags
« Reply #9 on: »
Can you send me the bindat to look at? Maybe it's just a problem of the bindat not getting built right, so maybe we could fix it at a binary level...
Its so sexy when you talk like that.

:D


Re: Feature Tags
« Reply #10 on: »
Can you send me the bindat to look at? Maybe it's just a problem of the bindat not getting built right, so maybe we could fix it at a binary level...
Well ... I did some research here and the problem that I have created STATIC tags.  As I understand all *.HIE files stored a static information. These TAGS are similar UNITTYPES and, as we know it, the developers have blocked this.

You know, If I remember correctly the Feature tag editor was broken when runic update GUTS so we couldn't create new Static Unittypes.

This is not entirely true, we CAN create a static tag, but it does not work in the game.  :)

This means we need dynamic tags!  8)
And I have the solution!

What I've done?

1. Create a new folder FEATURETAGS in MEDIA.
2. Then create all the necessary DAT-files with your tags (these files are similar to dynamic UNITTYPES):

EC_DEADS.DAT
Code: [Select]
[EC_DEADS]
<STRING>NAME:EC_DEADS
[/EC_DEADS]

EC_DEAD_P01.DAT
Code: [Select]
[EC_DEAD_P01]
<STRING>NAME:EC_DEAD_P01
<STRING>CHILD:EC_DEADS
[/EC_DEAD_P01]
...
EC_DEAD_P10.DAT
Code: [Select]
[EC_DEAD_P10]
<STRING>NAME:EC_DEAD_P10
<STRING>CHILD:EC_DEADS
[/EC_DEAD_P10]

For this you can use the UNITTYPES Editor:



Then, when you create these "fake" unittypes - cut them out from UNITTYPES folder and paste in the FEATURETAGS folder.

These tags work perfectly in GUTS and in the game. This is Victory!  :D Hooray, I have made the dynamic tags!

In the game:


upd: Oh, it's my first screenshot with my pre-pre-pre-alfa start area!  :)
« Last Edit: September 03, 2015, 10:01:36 pm by Kva3imoda »

Re: Feature Tags
« Reply #11 on: »
I KNEW you would figure it out Kva!  And what a discovery u have made. I think its important for the modder community to know this info!


Re: Feature Tags
« Reply #12 on: »
I think its important for the modder community to know this info!
Yes, it is important for the generated chunk-levels. When you have some unique elements are connected to each other, such as quest keys, runes, NPCs, mobs. If your level contains only one piece, it is not so important.

Re: Feature Tags
« Reply #13 on: »
For example:
You have a generated level with 5 chunks. You need to find 3 keys. Each key can spawn in any chunk.

This task impossible to make without this Feature Tags.

Re: Feature Tags
« Reply #14 on: »
Positively brilliant!  ;D

 

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