grinning_fool has posted this on the official message boards in the Toolset thread:
These instructions came from OE:
** The Campaign Editor **
Important thing is that you have opened the campaign editor from the plugins menu in the toolset at least once, created a campaign using “Add Campaign”, named it, saved it to the Campaigns directory, and clicked “set current module to use selected campaign” while working in the module in which you’d like the world map to appear. Then you have to save the module.
** Creating a Map **
1. Open Plugins->World Map Editor in the toolset.
2. Choose File->New in the World Map Editor.
3. In the properties field, set the world map image property to the .tga or .dds of your choice. This is the background map image that will be displayed.
4. For the time being, you need to manually input the height and width of this image. Our OC image is 647x647 pixels. That would be listed as Height = 647, Width = 647.
5. Name the world map in the WorldMapName property
6. Now add a hotspot. Hotspots are the locations that a player clicks on the map when choosing a travel destination. Choose “Add” in the toolbar above the editor window. Click anywhere you would like to add a hotspot. These can also be click-dragged later.
7. Click “select” in the toolbar above the editor. Click on a hotspot.
8. Each hotspot has two associated scripts, an action and a conditional. These will be written by the user. The conditional script returns TRUE if the hotspot should be shown and FALSE if it should be hidden on the map. If you’d always like a given hotspot to display, just use the script gc_true.
9. The Action script gets called if the player chooses that particular hotspot in-game and clicks the “travel” button. Typically this script will contain a jump command, such as JumpPartyToArea(), that will send the party to a waypoint in the destination area the player clicked on the world map. A good simple script to use for this is ga_jump_players.
10. Fill in the icon image fields in the properties pane. These are the images that will be displayed by default, when the mouse hovers over the hotspot icon, and when the player clicks the hotspot icon, respectively. .tga is an acceptable format, and I believe .dds files willl also work. We use .tgas in the OC.
11. Fill in the DisplayName property. This is the name of the hotspot that the user will see in-game along the right side of the world map screen
12. Fill in the height and width of the three image icons. (These are the fields that literally just say “height” and “width.”) Note all three icon images need to be the same size. Our OC uses 32x32 icon images.
13. Fill in the Name property. You’ll see the display name at left in the World Map editor. It also functions as the “Tag” parameter for the ShowWorldMap() command described below.
14. Repeat 6-14 at least once. Probably your world map should have at least 2 functioning hotspots since at a bare minimum you’d probably want to travel back and forth.
15. Save the world map to the campaign directory of the campaign associated with the module in which you’d like to use this world map. So for a campaign called Drizzt, you’d put it in the folder Campaigns\Drizzt. I believe this should work from both the MyDocs\NWN2\Campaigns directory and the NWN2\Game\Campaigns directory.
** Bringing up the World Map in-game **
This can be done at any time, through any script, using the ShowWorldMap() command. We usually call it from the OnClicked event of a transition trigger placed down in game. The first parameter is the world map name, minus the .wmp extension. So Faerun.wmp would be specified as “Faerun.” The second parameter is the player object that is going to have the world map displayed on his screen. The last parameter is the name of the hotspot (set in step 13 above) that the player is currently standing in. I believe it can be the empty string (“”) for “no origin,” but haven’t checked.
There's a lot more information in the original thread:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=511655&forum=1...
If anyone can point out the Obsidian Entertainment reference that grinning_fool used, it would be appreciated.
Recent comments
2 years 20 weeks ago
2 years 20 weeks ago
2 years 20 weeks ago
2 years 26 weeks ago
2 years 26 weeks ago
2 years 43 weeks ago
2 years 43 weeks ago
2 years 47 weeks ago
2 years 47 weeks ago
2 years 50 weeks ago