Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

CDPR: Please help the noobs with D'jinni

+
  • 1
  • 2
  • 3
  • 4
Next
1 of 4

Go to page

Next Last
U

username_17

Forum veteran
#1
Jun 11, 2008
CDPR: Please help the noobs with D'jinni

As the title says : I hope, that you, the members of CDPR, have a little sympathy for all the noobs round here.I opened this thread to get help on several problems, that the noobish modders have. (That means all D'jinni-noobs are pleased to put their problems in this thread. Ok, Simon? ;))Now that the map problems are solved, here is my next problem.The following picture describes my problem to put a light in. I opened the "Prize of Neutrallity" module, looking for the lights set in the old mine area (i.e. m0_light_03), I went to placeables only to find out that a placeable named m0_light_03 doesn't exist. And yes, I have unbiffed the whole main.key-file and its contents are all in my data-folder. So where is it?As you can see in the picture, Aurora log warns me with the line : model specified for template doesn't exist, and all I can get is a black box (inside the red ring),at this time the m1_modul isn't changed (all scripts and contents are in it), but I can't get these lights, I tried out all placeables with "light" in its name, the same result.I tried to copy the properties and paste them into a new template, nothing.if this picture failed to load use this pleaseSo how can I get these lights? What is to do to get them? And where are the lights between the placeables you used on m1_module? ???They aren't there even by unbiffing all key-files. ???The black box that hangs on the cursor is attempting to look like a "light placeable" when it is set, but it doesn't work when I try out the game (in new module), I tried it out with the "ob_light_fire_01", even updating from template still doesn't work. So I'm stuck with that mess.Well, that's only my opinion: Before making a contest, you should have given us a better Editor with all the files needed in it. Yes, I know I can make a mod with D'jinni, but it will be a boring mod without any lights and other nice stuff in there. So it isn't really fun to make it.It seems that I have to give up that contest thing, because it seems to be only for profi programmers, that really know how to get all these things into D'jinni.Beginners like me should better go and work with NWN Toolset where there aren't that problems with placeables and lights, thats only my opinion, don't worry. ;)I hope someone could help with this.
 
V

vaernus

Senior user
#2
Jun 12, 2008
Remember that there are quite a few custom placeables and models inside Price of Neutrality itself that weren't in The Witcher. Therefore, they wouldn't be in the bif files.To find all of the files that are included in Price of Neutrality, load up the module in Djinni. Now if you were to double click say, a bitmap file, you should get an error in your Aurora Log with a location. In XP, it is:Action not defined for "C:\Documents and Settings\Administrator\Local Settings\Application Data\The Witcher\temp\__ResourcesUnpackTmp\regg31_m1.bmp"Of particular note is the path to this file. This directory is where Djinni unloads any adv file loaded in Djinni. Any file embedded inside is located here, and you can then copy files out as needed. In your case, I have only found m0_light_04 as a custom placeable in Price of Neutrality so theoretically, the other one you mentioned should be included in Djinni. But you could try copying the contents of this folder into a new folder under The Witcher/Data and then test to see if you can access the light source.As far as other sources, there should be quite a few that come directly with Djinni at least in my copy. 3 candles, a fireplace, a lamp, and a torch under placeables. The bif file greatly increases the amount of light sources with a bunch of candles, fire places, and lamps.
 
A

Arkray_gog

Forum veteran
#3
Jun 12, 2008
What he said is right about that folder, I actually recomend to edit the .2da text files directly in that folder because D'jinni hanged on me several times when adding lines into big ones like the journal.2da. And whatever you put in that folder will be packed into the module and whatever you delete will be off, that is how I got rid of all the extra 'prize' stuff in 5 minutes ]:->. Do you see the the lights in my adv as black boxes too? they are the 04 one.... copy the template file? Start from mine and see if you can use lights?I agree in all the rest of things you said, D'jinni is not easy at all to use for the first and even second time :dead: I'll do my adv but I'll finish it WHEN I finish it....deadlines are gonna kill the participants.... imo. :whistle:
 
U

username_2075278

Senior user
#4
Jun 12, 2008
I've had a very similar problem when I tried to add the crypt to our adventure. Opening the crypt area, I get 'object not found' messages for each of the doorways. I'm not hugely concerned because I intend to use triggers to get out of the crypt again (though I haven't made those work yet). But the crypt doors are presumably (because they're in the Striga crypt, for example) part of the standard game.To be specific, the error I get is:Error! Door ID=51669 - template 'dr_99' missing, object not created...Error! Door ID=51670 - template 'dr_99' missing, object not created...Error! Door ID=51671 - template 'dr_99' missing, object not created...Error! Door ID=51672 - template 'dr_99' missing, object not created...Error! Door ID=51673 - template 'dr_99' missing, object not created...Like I say this isn't actually stopping me just now, but...
 
V

vaernus

Senior user
#5
Jun 12, 2008
If you get any errors while loading a standard area from in Djinni, there could be something wrong with the installation of Djinni and/or The Witcher. Without unBIFing the game, you should be able to have access to every area, and a relatively good list of placeables and objects. If there are errors, I would reinstall everything and see if the problem still exists.Would also highly recommend that all default locations are used in installation when working in Djinni. Can cause problems occasionally.
 
U

username_2075278

Senior user
#6
Jun 12, 2008
Vaernus said:
If you get any errors while loading a standard area from in Djinni, there could be something wrong with the installation of Djinni and/or The Witcher. Without unBIFing the game, you should be able to have access to every area, and a relatively good list of placeables and objects. If there are errors, I would reinstall everything and see if the problem still exists.Would also highly recommend that all default locations are used in installation when working in Djinni. Can cause problems occasionally.
Click to expand...
Ach. Bother. You sure?The game as well as D'Jinni? And then reinstall and repatch?Simon, thinking about how much time that will take...
 
G

Gamewidow

Forum veteran
#7
Jun 12, 2008
What I've ended up doing to get things working is a parallel install of the witcher game.I have C:\games\witcher_game for my actual gameand C:\games\witcher for Djinniadditionally, when i unbiffed my files I had to put them in a parallel folder to the Data folder or Djinni would not load, so I have all the default stuff in C:\games\witcher\data and the unbiffed files in C:\games\witcher\unbifnow it all works
 
U

username_2075278

Senior user
#8
Jun 12, 2008
gamewidow said:
What I've ended up doing to get things working is a parallel install of the witcher game.I have C:\games\witcher_game for my actual gameand C:\games\witcher for Djinniadditionally, when i unbiffed my files I had to put them in a parallel folder to the Data folder or Djinni would not load, so I have all the default stuff in C:\games\witcher\data and the unbiffed files in C:\games\witcher\unbifnow it all works
Click to expand...
Widow, do you think Vaernus is right? Should I bin the lot and start again? What happens to your save games if you do?
 
U

username_17

Forum veteran
#9
Jun 12, 2008
The savegames you must save in another folder first, I swear they will work after a new install.I first had a similiar problem when I take the m1_module as basis for mine, I deletet a few scripts and the dialog entries, and as I played the witcher once again there were no entrys in journal, so I installed new and the savegames work properly.But maybe you don't have to install new, these doors you mentioned, I stumbled over them while preparing the same area for my mod, they are in the bif-files somewhere. Try out this first.Hmm, I now have a problem with same map names: i.e. there are two minimaps for some areas, one from original and one out of the m1_module temp folder. One has a size of 1MB and from the m1_module-temp that one has 1,33MB. Does anybody found out what is the difference between them ?And what happens if I let the duplicated ressources in it, which one will D'jinni choose? I took over an hour now to search for all this duplicated ones, and I'm not finished yet :dead: It takes more time to sort all this templates and stuff, than to make a whole mod... :D
 
U

username_2075278

Senior user
#10
Jun 12, 2008
HexenmeisterRaven said:
The savegames you must save in another folder first, I swear they will work after a new install.I first had a similiar problem when I take the m1_module as basis for mine, I deletet a few scripts and the dialog entries, and as I played the witcher once again there were no entrys in journal, so I installed new and the savegames work properly.But maybe you don't have to install new, these doors you mentioned, I stumbled over them while preparing the same area for my mod, they are in the bif-files somewhere. Try out this first.
Click to expand...
Thank you for all your help, but I have just reinstalled everything.Edited to add...But it didn't make any difference so I'm going to have to nuke all my unbiffed stuff and try again. :(
 
G

Gamewidow

Forum veteran
#11
Jun 13, 2008
Just in case it was not known ... the save files are in a completely different folder (C:\Documents and Settings\\My Documents\The Witcher) so even if you nuke your whole install, there's no problem, or at least there wasn't for me on XP ... I'd hate for someone to lose their saved games .. ;)
 
V

vaernus

Senior user
#12
Jun 13, 2008
Here's the thing that needs to be understood about the BIF files. Yes, if you are attempting to grab content out of them from The Witcher, you need to unBIF them into your Witcher folder to access all the content. However, the BIF files are still completely accessed by Djinni prior to being unBIFFed in the same way as Djinni opens up .ADV files. They're both just compressed files.Anything that is stock for Djinni (all the areas, placeables, triggers, spawnpoints, etc.) is being called straight from the BIF file. Therefore the only reason you would have to unBIF for doors is if you are attempting to build new door templates. Which is more or less worthless in Djinni because you need to set doors inside 3DS Max 9 on the exported area, and the .SET file positions and spawns doors upon loading the area in Djinni.And even then, you can override anything in Djinni on the fly anywhere in the Data folder simply by naming the file the same as the one in the BIF. This holds true also for priority by embedding files directly into a module, which is desired. Any file The Witcher uses can be embedded directly in the ADV file, making it easier to distribute.As for duplicate resources, you should avoid this at all costs. Amongst our tests, Djinni has 1) Randomly picked one, 2) Blocked both, 3) Crashed. This includes any file anywhere in the Data folder, so you can run into issues if you don't make sure to save files in the same place. However, the ADV file always has higher priority than files in Djinni or in BIF. Therefore always embedding files into a module ensures you won't have random files being called or blocked.A quick note on unBIFFing files. It makes it a helluva lot easier, though it's time consuming, to take all the contents of the BIF and put them in their respective folders in The Witcher/Data. You would need to create a few new folders for stuff that doesn't exist in the Data folder initially, but for templates, you can go through and split them into character, shop, placeables, etc. Makes it much easier to go and find a file. Provided you don't just dump the entire unBIF folder as it's own folder under Data, but go ahead and segment it, it works perfectly fine.
 
A

Arkray_gog

Forum veteran
#13
Jun 13, 2008
HexenmeisterRaven said:
The savegames you must save in another folder first, I swear they will work after a new install.I first had a similiar problem when I take the m1_module as basis for mine, I deletet a few scripts and the dialog entries, and as I played the witcher once again there were no entrys in journal, so I installed new and the savegames work properly.
Click to expand...
*shots you* :wall: :wall: :wall: Be careful, before even opening m1_module on d'jinni MAKE a duplicate of it, and I even have another duplicate of that adv in another folder.... it is SO unstable, EVERYTHING, that you have to very careful with what you do. Btw, the fastest way to get rid of stuff from m1_module (a COPY of it!!) is delete the stuff from the temp folder and then make a 'save as' from d'ijinni, you'll have a fresh new smaller module.The journal entries are a conversations!!!!
 
U

username_17

Forum veteran
#14
Jun 13, 2008
Hi,first a few notes for all noobs here that want to learn something from the profis at Red Flame Team.There was an odd PM in my profile message box, it says: "Gather the noobs and stay tuned..." 8) means Mobidoy has arranged something with Red Flame Team to help all the beginners on D'jinni to work with it. Well, they don't told me right now, what they are planning, but I'm sure it can be absolutely helpful for us noobs.So for all noobs that haven't received an PM from me (because I don't know them or whatoever), you should have an eye on this thread here or PM me for further instructions, I will PM every noob thats in my "Buddylist" when I know more about the things that Mobidoy and Red Flame have planned.Well, this will be a hard weekend, because I have found out on these templates and doubled files on my own yesterday, I can tell you, what will happen ;DD'jinni crashes the most time ! Late in the night I decided to close D'jinni and play a round with Geralt, only to found out that I have deleted the false doubled file, no more entrys in Journal ;D ;DSo, Simon my dear, ;) I'm on to install it all new on two HD's now, one to play and one for D'jinni. ;D I said, it will be a hard weekend.Next problem: in german forum I have received a PM with the following question: "How can I get the waypoints set, if I knew the white pixels but haven't coordinates for the waypoints, as in the bitmap it is another coordinate than in D'jinni."I have made my waypoints as following: taken this downloadable map for area l24, opened it with a photo-programm and copied the regions-bmp over it and made it translucent, so I can see where on the map the white pixels are. But there are no such picture bitmaps for the other locations (or I haven't found them right now), there are only that painted regions-bmps.So how can I find out on which coordinates that waypoints has to be set? There is a line in Aurora log with coordinates: fDist.12345..... but I think it's only the greatest distance between that points, not really helpful on placing that waypoints correctly, even in an area from which is no picture available, so the above named trick doesn't work.uufff, that was a long post. Before I forget: many, many thanks to you, VaernusI have now contacted all noobs I know and we are still awaiting what you have planned for us... ;D ;D :beer:
 
U

username_17

Forum veteran
#15
Jun 16, 2008
I have made my waypoints as following: taken this downloadable map for area l24, opened it with a photo-programm and copied the regions-bmp over it and made it translucent, so I can see where on the map the white pixels are. But there are no such picture bitmaps for the other locations (or I haven't found them right now), there are only that painted regions-bmps.So how can I find out on which coordinates that waypoints has to be set?
Click to expand...
That question stays still in the room and is waiting to be answered !More of that: How to get the other map from location l24 in?Well, we managed to get the 'normal' map in for that location, but there is a smaller one of the village itself without its surroundings, so how can it be implemented in the map. In the game the map changes to this small village map, so how does this work?Do I have to script it and change properties when Geralt is walking through the village gates, maybe with triggers? Or is there another trick to change the map to the small one? I haven't found out yet, so my only idea at this time is to script it somehow. ???
 
G

Gamewidow

Forum veteran
#16
Jun 16, 2008
well you're doing better than me .. i still can't get a map :(
 
U

username_2061482

Senior user
#17
Jun 16, 2008
Hexenmeister Raven,You must set waypoints manually. When region map is transparent you can easly see where the white pixels are in mapgl24_0.tga. It's simple like here: http://www.thewitcher.com/forum/index.php?topic=14026.msg325611#new
 
U

username_17

Forum veteran
#18
Jun 16, 2008
Yes, I know this, maybe I explained it not the right way.So, if there were .bmp or .tga for the other locations it would be easy to set those waypoints, but there aren't any .bmp or .tga to look at for the other locations like the cave or Wizima. I have unbiffed all .key-files and also copied the temp folder from m1_module, but there aren't any .tga files, even not for the minimaps, there are only those region.bmp's with that white pixels. But how the heck can I find out where north is in D'jinni (it has no compass installed ;)) and where are the .tga files for the other regions (also the minimaps.tga's)?With the region l24 its no problem, there was a download with all .bmp and .tga needed, but I need it for the other locations to see where to set the waypoints.Or maybe you give me a hint how to find out where 'north' is in D'jinni, so I can set these waypoints by womans imagination. ;)And what's with that smaller map of the village, is it scripted (with triggers) or not?*sick* *I feel so stupid* *there is nothing hardest in D'jinni as to make those map thing*
 
G

Gamewidow

Forum veteran
#19
Jun 16, 2008
I'm slowly beginning to make some headway here ... not that I actually have a map loading! .. when I press M now, i get the map screen (no more "no map for this location" error -- so progress), but no actual map, and no mini mapsetting waypoints did not require any of this .. that can just be done in the area as far as i know / understand your query. As for north-south orientation, well, i used the wiki maps of the area for reference (but i remembered the areas well enough from the game)I did have to set those mysteriously named wp_special_near and wp_special_far waypoints in order to get that far, but now i'm stuck again ...any ideas ? i'm progressing by watching the error messages and adding the files it complains about to the templates folder(s)
 
U

username_17

Forum veteran
#20
Jun 16, 2008
Hm, are there bitmaps (maps) of the areas in the Wiki, I haven't found any?It goes like this: there are those region bitmaps (with all those nice colours in it :D), somewhere in those .bmp's are two or maybe four white pixels ( you have to make them bigger in a photoprogram and search for those pixels), once you have the location of those pixels you will know the point in the area where to set these two waypoints (or four like in area l08).What I can't manage is, how to set those waypoints in the other areas, knowing very well where those pixels are but haven't a point in D'jinni, because I don't know where north is (I haven't the time to play the game and look where is north), so I need the paintings of the pictured-bmp's like that one of area l24.Even there are no minimap-.tga's. That's where I am stuck. ;D
 
  • 1
  • 2
  • 3
  • 4
Next
1 of 4

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.