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ResMan folder structure
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Sat Aug 11, 2012 23:25    Post subject: ResMan folder structure Reply with quote

So we extracted all the resources from the temp0 directory and put the area files (are, gic, git) in a directory called "are" in nwserver/external/
Then we removed those areas from the module, pointed nwnx.ini at the "external" directory and fired it up.

All the areas load, but no placeables load inside them. Why not? I don't see any errors relating to that.

Is the proper directory structure for ResMan documented anywhere?
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sat Aug 11, 2012 23:57    Post subject: Reply with quote

The resources are grouped by their extensions. Put .are files to /are directory, .git to /git, etc.
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Sun Aug 12, 2012 0:37    Post subject: Reply with quote

Bah. I tried that the first time. Must've screwed something up, cause it worked now. Thanks Smile
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Tue Aug 14, 2012 18:52    Post subject: Reply with quote

I have the following questions.

1. Once the server is running with this plugin and the correct folders,
- Can I upload, overwrite, delete any resource in these folders while the module is running?
- If so, what will happen to an area in which there are players?
- If so, the palette will need to be reopened and that's all?
- Or will I need to reload the mod each time?

2. When I made a new area and want to upload it, is it only the area file triplets I upload or anything else? Like If I made an npc or placeable that's not on the palette?

Rest will come based on the answers above.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Aug 14, 2012 22:28    Post subject: Reply with quote

1. Yes, any resource.
2. Nothing. Once the are has been loaded into memory, its resouce files are not used. You can use NWNX Areas to load areas from resman folders.
3. If you replace the palette file, DMs have to relogin to see the changes. The DM client downloads the palette on login.
4. No. That's what Resman was made for.
5. As far as I know, the .are/.git files contain everything you need to load the area, including all kinds of objects that are placed on it.
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Tue Aug 14, 2012 22:36    Post subject: Reply with quote

is a rejoin or relog function executable from nwscript or will that be a plugin?
Will such a function exit the server or just reload the dm/player without exiting the server client itself?
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Aug 14, 2012 22:47    Post subject: Reply with quote

I don't understand the question.
What's rejoin and relog functions?
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Wed Aug 15, 2012 10:57    Post subject: Reply with quote

A command that when executed, reloads the player/dm into the server.
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Wed Aug 15, 2012 12:40    Post subject: Reply with quote

ActivatePortal() will do that for you - a nwscript native.
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Wed Aug 15, 2012 19:03    Post subject: Reply with quote

elven wrote:
ActivatePortal() will do that for you - a nwscript native.
Thank you.
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Sat Aug 18, 2012 15:56    Post subject: Reply with quote

How do these instanced areas handle hak files?
Can they contain extra haks that the main module does not?
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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Sun Aug 19, 2012 14:47    Post subject: Reply with quote

Another question:
module.ifo

i am very uncertain how you're supposed to add a new area with this setup
i think if the are is not in the .ifo file it will not be loaded
could be wrong though
it will at least not be loaded on startup
but maybe that's the intention?

Or is this NWNX Areas? How does that exactly work?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Aug 22, 2012 13:14    Post subject: my input Reply with quote

nwnx areas works on the basis of 'copying' an already existing area that exists in your module.
The duplicate area will contain all objects and items in it, that the original had, when it was saved in toolset.

This being said -
Areas is also coded to make use of the resman plugin.
If you attempt to create/spawn an area via areas plugin, it will detect that resman is present, and it will look inside the resman folder structure, for the area resref that you supplied.

If it finds it, it will create a duplicate of that area, instead of the area that is contained within the module itself.


This way, you can in effect create an area in toolset,
copy the 3 area related files and paste them to your externalsources folder,
spawn the area anew,
and beta test your area without needing to save and run your entire module.

Note -
the are file does need to be in the externalsources folder
but the additional 2 files need to be in the are subfolder.

At least - this is how it works in windows version.

(The additional 2 files contain details about placeables, creatures, and items scattered in the area - without those 2 files, you get an area with no waypoints or placeables etc)


The way I usually spawn my areas for testing is

Code:


object oPC = GetItemActivator(); // CHANGE THIS TO HOWEVER YOU WANT TO FIRE THE SCRIPT.
object oMod = GetModule();
object oLastArea = GetLocalObject(oMod,"BETA_AREA");
if(oLastArea != OBJECT_INVALID)
{
  //Delete the old version
  DestroyArea(oLastArea);  // think its destroy, either that or delete
}
string sMyAreaResRef = "mynewarea001";
object oMyArea = LoadArea(sMyAreaResRef);
SetLocalObject(oMod,"BETA_AREA",oMyArea); //Stores it for overwriting later.

object oEntry = GetFirstObjectInArea(oMyArea);
AssignCommand(oPC,JumpToObject(oEntry)); //This will port oPC to the newly created area.- As long as there is at least one object in the area.


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KymlunAdmin



Joined: 16 Jun 2012
Posts: 16

PostPosted: Wed Aug 22, 2012 15:53    Post subject: Re: my input Reply with quote

Baaleos wrote:
.

I noticed that certain areas do not load properly, missing all objects. Somebody told me to put the resources into /nwserver/override instead.
What do we know about this?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Aug 22, 2012 16:15    Post subject: Reply with quote

ExternalSources\myArea.are

but you need to put the additional 2 files (the git, and the atp (think thats it?)

into

ExternalSources\are\myArea.are
ExternalSources\are\myArea.git
ExternalSources\are\myArea.atp

Then, when you generate your area, the area will be populated.
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