Post 14.1 house assets patch

Sep 13, 2013
188
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#1
the attached file (if it dropbox works) contains all but two of the post 14.1 houses. It's missing the diner and a barn of some type.

it contains the .tre files and the lua scripts necessary to integrate this data into any of the current (as of 12/1/2013) SWGEMU core3 projects.

If you have any questions please reply to this post, do not PM me. :)

-Duff

https://www.dropbox.com/s/j2ecwd1fgr0gi2k/post14.1housepatch.rar?dl=0

p.s. I'll add more instructions / details as requested or necessary to this OP.
 

DavinFelth

Administrator
Staff member
Administrator
Aug 29, 2010
165
1
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#4
RE: [content] Post 14.1 house assets patch

Tonberry said:
Nice work. We'll have to add a proper content prefix for threads like this.
Good idea, done :) (Good to see you back by the way!)

Great stuff here duffstone, as Tonberry said: nice work!
 

lordvenom

New Member
Aug 15, 2012
11
0
1
#5
Lots of the houses are missing their terminals. Is there a place with info on the terminal(+elevator) coords somewhere, or how are you going about finding them?
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
259
9
18
#7
lordvenom said:
Lots of the houses are missing their terminals. Is there a place with info on the terminal(+elevator) coords somewhere, or how are you going about finding them?
I've not seen any updated files for this problem and I have not worked on this yet....... Fortunately the problem is easy to fix.... If a little time consuming.

Without said list....

Load house in-game and place a terminal and get all the cords by examining or /dumpTargetInformation then this info (quaternions) needs to be plugged into the object file as a child object so that it spawns when the house is placed. It wont work on pre existing structures tho.

Look at the object files and just copy the format from an exising player house.
 

lordvenom

New Member
Aug 15, 2012
11
0
1
#9
Lasko said:
lordvenom said:
Lots of the houses are missing their terminals. Is there a place with info on the terminal(+elevator) coords somewhere, or how are you going about finding them?
I've not seen any updated files for this problem and I have not worked on this yet....... Fortunately the problem is easy to fix.... If a little time consuming.

Without said list....

Load house in-game and place a terminal and get all the cords by examining or /dumpTargetInformation then this info (quaternions) needs to be plugged into the object file as a child object so that it spawns when the house is placed. It wont work on pre existing structures tho.

Look at the object files and just copy the format from an exising player house.
Sorry this is a bit late; had some issues arrive IRL, thank you for your response. I will go ahead and start adding all the missing terminals. Thanks again.
 

tiars

New Member
Aug 19, 2012
18
0
0
#10
I have been working with this as a starting point. I have also been adding the housing signs from the NGE to these also.

Everything was going fine till I tried to add the down elevator button to Jabba's Sail Barge.

The up elevator button sends me into the Barge like it should.

The down elevator in the upper level tells me that I am on the lowest level.

Any ideas how to resolve this? I suspect that since the elevator house and the upstairs both have cellid 1 that may be part of the issue and that there may be an issue with the iff file.

Has anyone seen this and if so have you resolved it?
 

tiars

New Member
Aug 19, 2012
18
0
0
#11
OK, here is what I have discovered. The down cylinder in this situation is not large enough for you to put the down terminal on the wall and for players to stand next to it and use successfully. You will get the already on the lowest level error message.

Players either need to stand back or you need to place the terminal in the middle of the floor. You can probably actually put it in the floor of the ramp if you implement the yaw rotation. Or you can use something that looks like it belongs there to put the down terminal on. I used the latter as a solution to look good.

Now on to the Barn, Diner, Chronicles Tent, SM hut, NS hut and hotel.
 

tiars

New Member
Aug 19, 2012
18
0
0
#13
SM and NS hut is done.

To get the Sail Barge right I need to pitch up the down elevator, so if anyone has yaw, pitch and roll implemented it would help considerably.

I have not decided if I want to do the Diner or Hotel next.

I may work on the Hotel since all of the difficult components exist for the NPC object. What needs to be created is the Deed and Schematics. That may be the better foundation to then do the Barn, Diner and Chronicles Tent.

My desire is to eventually add the University, Merchant Guild Hall, Combat Guild Hall and Image Designer Tent as craftable and requiring a player city to put them down.

What is different that I can see for all of these is that all of them have the house sign and merchant signs useable with them.
 
Sep 13, 2013
188
2
18
#14
was told the old link wasn't working, but the file is still in my dropbox. try this link.

https://www.dropbox.com/s/j2ecwd1fgr0gi2k/post14.1housepatch.rar?dl=0
 
Jul 13, 2012
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#15
duffstone said:
was told the old link wasn't working, but the file is still in my dropbox. try this link.

https://www.dropbox.com/s/j2ecwd1fgr0gi2k/post14.1housepatch.rar?dl=0
This link works. Added to the OP.
 

tiars

New Member
Aug 19, 2012
18
0
0
#16
I have the Diner and Barn working as deeds and the Diner has the crafting buff.

Right now I am getting errors when I try to create a crafting schematic. I tried copying the schematics for a medium generic house to create the crafting schematics (both lua and iff files) and I get an error when trying to generate them. Any hints as to where to look for a mistake?

Most of the houses I added to our server through learning Skill boxes.

I learned one interesting thing. There seems to be a limit of 8-9 items to a skill group. So I had to create new skill groups to get all of the schematics into skill groups and then added the new skill groups to the skill boxes and everything works fine.

Also thanks to Hondo's work I now have the down elevator button in the same location it was on Live.
 

Erusman

New Member
Jun 9, 2015
9
1
0
#17
Hey thanks duffstone for this mod! Got this running the other day. At first I didn't see any structure terminals for the houses. But then followed your instructions spawning a player structure terminal and using /dumpTargetInformation command to get location ids. Then just dropped the info into each .lua file in /MMCoreORB/bin/scripts/object/building/player/idhouses. Worked great.

i.e. emperors_house.lua

added under childObjects = {templateFile = "object/tangible/terminal/terminal_player_structure.iff", x = -3.10695, z = 26.9024, y = 0.0246964, ow = 0.707106, ox = 0, oz = 0, oy = -0.707107, cellid = 2, containmentType = -1}

cheated some because I was lazy and didn't want to plug everything in manually. So just used Lakso's MTG servers 14.1 .lua's lol.

My only question is on my swgemu_live.cfg file is this the correct way to load the .tre's?

[SharedFile]
maxSearchPriority=26
searchTree_00_26=top_house_assets.tre
searchTree_00_25=default_patch.tre
searchTree_01_24=patch_sku1_14_00.tre
searchTree_00_23=patch_14_00.tre
searchTree_01_22=patch_sku1_13_00.tre
searchTree_00_21=patch_13_00.tre
searchTree_01_20=patch_sku1_12_00.tre
searchTree_00_19=patch_12_00.tre
searchTree_00_18=patch_11_03.tre
searchTree_01_17=data_sku1_07.tre
searchTree_00_16=patch_11_02.tre
searchTree_01_15=data_sku1_06.tre
searchTree_00_14=patch_11_01.tre
searchTree_00_14=patch_11_00.tre
searchTree_01_13=data_sku1_05.tre
searchTree_01_13=data_sku1_04.tre
searchTree_01_13=data_sku1_03.tre
searchTree_01_13=data_sku1_02.tre
searchTree_01_13=data_sku1_01.tre
searchTree_01_13=data_sku1_00.tre
searchTree_00_12=patch_10.tre
searchTree_00_11=patch_09.tre
searchTree_00_10=patch_08.tre
searchTree_00_9=patch_07.tre
searchTree_00_8=patch_06.tre
searchTree_00_7=patch_05.tre
searchTree_00_6=patch_04.tre
searchTree_00_5=patch_03.tre
searchTree_00_4=patch_02.tre
searchTree_00_3=patch_01.tre
searchTree_00_2=patch_00.tre
searchTree_00_1=data_other_00.tre
searchTree_00_1=data_static_mesh_01.tre
searchTree_00_1=data_static_mesh_00.tre
searchTree_00_1=data_texture_07.tre
searchTree_00_1=data_texture_06.tre
searchTree_00_1=data_texture_05.tre
searchTree_00_1=data_texture_04.tre
searchTree_00_1=data_texture_03.tre
searchTree_00_1=data_texture_02.tre
searchTree_00_1=data_texture_01.tre
searchTree_00_1=data_texture_00.tre
searchTree_00_1=data_skeletal_mesh_01.tre
searchTree_00_1=data_skeletal_mesh_00.tre
searchTree_00_1=data_animation_00.tre
searchTree_00_1=data_sample_04.tre
searchTree_00_1=data_sample_03.tre
searchTree_00_1=data_sample_02.tre
searchTree_00_1=data_sample_01.tre
searchTree_00_1=data_sample_00.tre
searchTree_00_1=data_music_00.tre
searchTree_00_1=bottom.tre
searchTree_00_0=bottom_house_assets.tre

It seems to work with this.. but is it correct? Beg my newbie self... I am just barely learning how to Consolidate the .tre files. :D
 

tiars

New Member
Aug 19, 2012
18
0
0
#18
Initially I put bottom.tre below bottom_house_assets.tre and default_patch.tre above top_house_assets.tre and everything worked fine.

I decided that I wanted to get rid of the bottom_house_assets.tre. So I wrote a unix script that deleted everything in the Publish 14.1 tre files from an extracted tre file directory structure. I could then merge bottom_house_assets.tre and top_house_assets.tre into a new house_assets.tre that would work just like the recommended way to add the tre files.

I understand that how he did it was very expedient and I initially would have done the same thing. The extra step was simply a personal clean up measure.

To add the down elevator terminal in the Sandcrawler house properly, you will need to add hondo's yaw/pitch/roll code. On the live game this terminal was tilted to match the floor and then lowered to be in the floor.

Elevator and structure terminals were very straightforward. I also took the time to extract and use the structures building templates when they existed.

What was time consuming was adding the base and the four merchant signs to each of the houses.
 

Lorien

New Member
Jan 2, 2018
7
0
0
#19
Hello! This contribution is Really nice duffstone, however, could be just me. The file structure of SWGEmu changed since you did you instruction. Example: bin/scripts/crafting/config.lua no longer exists I think it's replaced by: bin/scripts/managers/crafting/schematics.lua

Other than that all the files to merge where still there. But when I fire up the server I get a buch of ??:0 line and the servers stops.

Any help would be apreciated.