Modding => GUTS Editor => Topic started by: Kva3imoda on August 31, 2015, 09:17:12 pm
Title: Feature Tags
Post by: Kva3imoda on August 31, 2015, 09:17:12 pm
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: http://docs.runicgames.com/wiki/Feature_Tag_Editor 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:
(http://i.imgur.com/uRo5Fby.png)
Here is my layout for a corpse:
(http://i.imgur.com/5NELUAI.png)
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?
Title: Re: Feature Tags
Post by: Kva3imoda on August 31, 2015, 10:28:22 pm
I learned how are made BATTLEFIELD_PIKES in Battlefield. And now I understand what I did wrong. :)
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 (http://torchmodders.com/forums/guts-editor/feature-tags/msg2803/#msg2803) 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.
Yup, there is not much information about level creating. These tags cool stuff that helps randomize level.
Title: Re: Feature Tags
Post by: Anarch16sync on September 02, 2015, 10:11:41 am
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
Title: Re: Feature Tags
Post by: Kva3imoda on September 03, 2015, 05:01:41 pm
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.
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.
Title: Re: Feature Tags
Post by: Kva3imoda on September 04, 2015, 02:33:52 am
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.
Title: Re: Feature Tags
Post by: Chthon on September 04, 2015, 08:11:42 am
Positively brilliant! ;D
Title: Re: Feature Tags
Post by: gytfunke on September 04, 2015, 08:19:04 am
Bravo! Bravo!
Title: Re: Feature Tags
Post by: Kva3imoda on September 06, 2015, 11:44:10 pm
I found a nasty bug.
If you remove all binary layout files(*.LAYOUT.BINLAYOUT) and run GUTS. Then, the editor create binary files automatically, but these files lose all new tags (I'm not sure, but it looks like this). This means that you need to open all layouts with tags in GUTS and save it again, the editor will create the correct binary. Never remove these binary files!
Title: Re: Feature Tags
Post by: Kva3imoda on September 07, 2015, 12:01:45 am
0 - creation at saving in GUTS 1- automatic creation at the start
OY! So it turns out that the wonderful file specification I found the other day is either wrong or outdated when it comes to .binlayout files. After some fiddling, I've been able to work out a general idea of how the files work.
Rough spec of .binlayout
Unfortunately, it's not a ton of help. The two files you gave me differ in a handful of places that I understand and know aren't important (tiny rounding errors in the 3D orientation of Hidden_Treasure_Standart) plus two places that I don't understand. One of these places is the second byte of the file. This was 0x36 in file 0 and 0x04 in file 1. The file spec says that this byte is the version number. Obviously, it isn't. But I don't have a clue what it really is, or if it matters. The other place is in a section at the end of the file beyond the end of the last object. One value changes from 184 in file 0 to -1 in file 1. This section does not exist in the file spec, and I have no clue what any part of it does.
Since I've got no clue if either of these differences is to blame, the best I can do is propose an experiment: I've attached files 2, 3, and 4. file 2: changed just the second byte file 3: changed just the value near the end file 4: changed both Try substituting these for the binary to see which, if any of them, result in a working layout in-game.
(Btw: Does 184 mean anything to you? An ID number for one of your custom tags? A number near but not exceeding the total number of files in your mod?)
Title: Re: Feature Tags
Post by: Kva3imoda on September 07, 2015, 08:58:57 am
(Btw: Does 184 mean anything to you? An ID number for one of your custom tags? A number near but not exceeding the total number of files in your mod?)
Hmm, you know, now I have 32 new tags. As I remember the game has 152 static tags. 152+32=184! And my tag "Hidden Treasure" is now last in alphabetical order.
Title: Re: Feature Tags
Post by: Chthon on September 07, 2015, 09:02:05 am
(Btw: Does 184 mean anything to you? An ID number for one of your custom tags? A number near but not exceeding the total number of files in your mod?)
Hmm, you know, now I have 32 new tags. As I remember the game has 152 static tags. 152+32=184!
Hypothesis: If file 3 and/or file 4 works, and file 2 does not work, then maybe this value near the end is "how many feature tags must be loaded before this layout can be loaded." [Edit: You ninja'd me. If that particular tag is number 184, then it might also be the sole item in a list of tags to load first. (Or it could be unrelated. We'll (maybe) know after you try the experiment.)]
Title: Re: Feature Tags
Post by: Kva3imoda on September 07, 2015, 09:16:22 am
Hypothesis: If file 3 and/or file 4 works, and file 2 does not work, then maybe this value near the end is "how many feature tags must be loaded before this layout can be loaded."
I have another hypothesis: When you start the editor all dynamic tags get "extension static" ID in alphabetical order. (I had a suspicion that something was wrong when I added more new tags - the previous broken. Now I understand that the problem can be in this.)
I suppose I should add ID manually into all of my new tags, otherwise I will have big problems in the future when I add new tags. :) But while I'm not sure that this will help. I'll try it tomorrow.
Title: Re: Feature Tags
Post by: Kva3imoda on September 09, 2015, 06:13:57 am
The other place is in a section at the end of the file beyond the end of the last object. One value changes from 184 in file 0 to -1 in file 1. This section does not exist in the file spec, and I have no clue what any part of it does.
Yes, I found this place. It's definitely Tag ID.
(http://i.imgur.com/2HblG2B.png)
Well, I have two news - good and bad. :)
Bad: It seems that it is impossible to add IDs for these tags. I tried several variants, none of them works. My experiments have discovered that ID really depend on the name and assigned in alphabetical order. All this means - if you add a new tag that violate alphabetical order, you will get a lot of trouble with your old tags.
Good: It looks like I've found a way to control new tags. No matter how your tags are called "in reality", it is important how your files are called. Because the alphabetical order applied to this files. For example: I have a tag - "EC_DEADS"
[EC_DEADS] <STRING>NAME:EC_DEADS [/EC_DEADS]You can name your file completely different, say ID176 or Teg176 or "MyFirstNewTag" - this does not affect on your tag. But for control your tags, you must use a clear and simple name system. I think you should call your files as follows: 1.dat 2.dat 3.dat ... 999.dat
But I think it would be more convenient to use IDs in the file names. We now know that the game has 152 static tags and all dynamic tags begin at 153. Just use the ID in the name and you will always know your tag ID. Say: ID153_EC_DEADS.DAT ID154_EC_DEAD_P01.DAT ID155_EC_DEAD_P02.DAT ... ID184_MY_LAST_TAG.DAT
I believe that in this way you will never break the alphabetical order and your tags will work fine at any stage of development.
Title: Re: Feature Tags
Post by: gytfunke on September 09, 2015, 06:18:09 am
I love watching you guys discover stuff.
Title: Re: Feature Tags
Post by: Kva3imoda on September 09, 2015, 06:56:55 am