The Object placer for TwoWorlds II maps is based on the infos in the thread
"Modding Tutorial 0.1 - Part 2: Placing creatures and other objects by hex edit!" by youngneil1.
So the credits and many thx go to him.
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Having more than 700 maps I only had the time to test a few of them.
So don't blame me if most of them will crash this early beta...
maps that seem to work (not heavily tested!)
Map_1_f08_1.lnd
Map_1_f03.lnd
Map_3_a03_2.lnd
Map_6_a01.lnd
Map_1_g03.lnd will crash the tool.
(Should work with
SKIPMARKERS=1 in ObjPlacer.ini)
How to spawn a new ghoul in the cellar of the starting castle:
- File open map_1_f08_1.lnd
- Entities existing
- upper combo box (select GHOUL_01)
- press button New
- in the lefthand combo select the GHOUL
(Data will be transferred into the edit boxes)
- change x,y,z to 2600.0 2777.0 125.0
- Then press the buttons 'apply' and 'close'
(back in main window)
- File save
When you load the newly created _Map...
the shak_log.txt should contain an additional entry:
1831. GHOUL_01 2596.000000 2757.000000 125.000000 1.000000
DE 07 00 00
If so you are ready to pack the _Map_1_f08_1.lnd into a *.wd file
with the TW2WDTool (by HeliX666).
But remove the preceding underscore first !
copy the *.wd to the WDFiles folder of your TW2 installation dir.
start a new game
in the console window enter
twoworldscheats
display.show 1
Some numbers will appear on top of the screen.
Hold the shift key and move until the coordinates match the ones
you applied to your ghoul.
shak-otay, June 2012
Can't post a link here before my 3rd post.
Meanwhile you might get the tool from Topware's TW2 forum.