Author Topic: Using the game's existing map in your mod  (Read 25314 times)

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Offline sauruz

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Re: Using the game's existing map in your mod
« Reply #30 on: 02 November 2019, 23:05:02 »
Glad it worked :D

I think resert and rebuild all pathing of your map in the editor will fix the unwalk problem , if is this you are talking, the downside is you need to close the pathing near rivers/mountains
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline xiaorantu

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Re: Using the game's existing map in your mod
« Reply #31 on: 09 July 2020, 04:10:03 »
tqAE already 2.9edition ,how can I decompile the map, or where can I download decompile.exe
i just want add some respawn pools nearby some faraway boss

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Offline sauruz

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Re: Using the game's existing map in your mod
« Reply #32 on: 09 July 2020, 09:52:35 »
Just follow the instruction on 1st post
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline xiaorantu

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Re: Using the game's existing map in your mod
« Reply #33 on: 09 July 2020, 13:59:09 »
yes,it works
now,I add a respawn on hadespalace,
the question is how can I build world01.wrl to world01.map?
1.Use Artmanager :mod/source/levels/world/world01.wrl,right click,then Auto-create asset
2.Mod/Assets/Levels/World/world01.map[only 1kb],how to use it? right click and Build?error : unsupported vision for    xxxxx/greece/area0001/connector04.lvl

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Offline xiaorantu

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Re: Using the game's existing map in your mod
« Reply #34 on: 09 July 2020, 18:19:35 »
ok,done. tools--option ,really important

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Offline xiaorantu

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Re: Using the game's existing map in your mod
« Reply #35 on: 09 July 2020, 19:25:14 »
1.I copy respawn_hadespalace01,and rename to respawn_hadespalace02[database.arz];
2.put respawn_hadespalace02 in the map[editor];
3.save and successfully build the world01.map[artmanager];
4.put database.arz and level.arc in right place;
5.the result is, I cann't load the game.what‘s wrong,or what are the correct steps?Please help me.

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Offline xiaorantu

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Re: Using the game's existing map in your mod
« Reply #36 on: 10 July 2020, 04:49:55 »
I just follow the instruction Toolset/guide/tut7.md.html
the same result: cann't load the game,what's wrong with it

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Offline xiaorantu

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Re: Using the game's existing map in your mod
« Reply #37 on: 10 July 2020, 11:03:37 »
finally done,it works
I just use soulvision levels.when I compile map, there UI problems.It doesn't matter,I will ask SOA for help.
thank you

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Offline sauruz

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Re: Using the game's existing map in your mod
« Reply #38 on: 04 December 2021, 20:38:28 »
@Bumbleguppy , does this methos works with the new Xpak ?

I could extract the whole lvls via decompile.exe you put on first link but when try open in the editor it crashes also in Artmanger when i try to auto asset the world.wrl


Any sugestions ?
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Using the game's existing map in your mod
« Reply #39 on: 04 December 2021, 21:31:15 »
Yeah, sorry I don't know. The people that made the map decompiler and the helpful fellow that updated it for me are better able to address this sort of question.

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Offline epinter

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Re: Using the game's existing map in your mod
« Reply #40 on: 05 December 2021, 07:48:58 »
A build of the mapdecompiler working with Eternal Embers: https://titanquestfans.net/index.php?topic=1571

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Offline Olmeko

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Re: Using the game's existing map in your mod
« Reply #41 on: 22 September 2022, 18:49:56 »
Hey! who can help me with that ?

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Offline Olmeko

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Re: Using the game's existing map in your mod
« Reply #42 on: 22 September 2022, 19:27:12 »
who can help me with that ? some problem when i try build map in AM
https://ibb.co/vDM8vjq

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Offline Dugie98

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Re: Using the game's existing map in your mod
« Reply #43 on: 07 February 2023, 23:04:28 »
Hello I also have a problem here. I followed every step all the way through and got my world01.wrl and .sd files in the right folder.

Now if I try to open the .wrl file in the Editor, it loads for a few seconds and then crashes before opening.

Also if I go into the Art Manager and try to auto-create assets on the .wrl file, it crashes aswell.

Does anybody know a fix?

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