Author Topic: batch edit maps  (Read 2488 times)

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Offline noobie

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batch edit maps
« on: 14 September 2021, 10:52:13 »
Is it possible to BATCH remove items or creatures from a level map (or even the whole game world)?

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Offline sauruz

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Re: batch edit maps
« Reply #1 on: 14 September 2021, 14:24:45 »
Yes.

When you open the level area in the Editor ( program that open main map or you custom map), you can select the entity you dont want to appear and jsut press DELETE key from your keyboard, it wont appear during the gameplay

Dont forget after you do your change , save the map, and thats it.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline noobie

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Re: batch edit maps
« Reply #2 on: 14 September 2021, 14:41:03 »
but that's only one character at the time. I want to remove all birds for example.

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Offline Medea Fleecestealer

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Re: batch edit maps
« Reply #3 on: 14 September 2021, 22:14:10 »
I'd be careful what you remove.  We know that Iron Lore used an invisible squirrel as a trigger for monster spawns; I've no idea if removing visible squirrels would affect that or not.

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Offline noobie

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Re: batch edit maps
« Reply #4 on: 14 September 2021, 23:39:53 »
ooops! I removed a squirrel... (haven't finished the game yet and thought that squirrels didn't fit my mod)
Thanks for the warning!
I'll start over.

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Offline Medea Fleecestealer

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Re: batch edit maps
« Reply #5 on: 18 September 2021, 10:39:14 »
"Without a doubt the hackiest thing I remember from Titan Quest is how we managed the event scripting. The quest / event tech had a major weakness in that there was no way to delay an action once it was triggered. So if you wanted something to happen 5 seconds after a player ran through some bounding volume, there was no way to set a delay. It would always be instant.

We were nearing the end of production, so it was hard to request additional features, as engineers were slammed just trying to meet their milestone deliverables. One of the QA testers had started helping out with scripting work, and figured out that there was in fact a way to delay an action from triggering based on the length of an animation.

He ended up using these squirrels we had as ambient creatures as the animation timer, and they became the default timing mechanism. He created an invisible version of the squirrel, which he would place in the levels where he needed them, then would time everything based on the duration of their idle animation. Because of his creative problem solving, he was promoted to designer on the next project.

Arthur Bruno
Owner / lead designer, Crate Entertainment"

https://www.gamasutra.com/view/news/310570/Developers_share_their_most_memorable_dirty_coding_tricks.php

 :)

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Offline noobie

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Re: batch edit maps
« Reply #6 on: 18 September 2021, 10:52:22 »
Creative thinking that get's the job done!

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Offline noobie

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Re: batch edit maps
« Reply #7 on: 18 September 2021, 11:33:11 »
But... if - from what i read online - these kind of things were improved upon, as well as the mod tools, in their next game Grim Dawn... why isn't TQ modding dead already? Why not simply import the TQ game world into the new game engine and mod there?

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Offline Medea Fleecestealer

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Re: batch edit maps
« Reply #8 on: 18 September 2021, 12:10:48 »
Probably because Crate have improved/upgraded the GD engine so much that it wouldn't be that easy to do.  It's now the GD game engine, not the TQ one.  It could probably be done, but would mean a lot of work for a modder to do.  Some things like the masteries and items, monsters, etc, have been brought over for GD mods like Grimarillion and Dawn of Masteries, but importing the entire world is another story methinks. 

Also Crate Entertainment don't own the rights to TQ; that belongs to THQ Nordic, a different company entirely. 
« Last Edit: 18 September 2021, 12:16:48 by MedeaFleecestealer »

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Offline noobie

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Re: batch edit maps
« Reply #9 on: 18 September 2021, 13:14:36 »
I see... Right, well, that's that then. On we go modding TQ ;)

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