DSII TOOLKIT RELEASED


Monday, November 7, 2005 - 18:11

Hello to everyone interested in DSII modding.

I know many of you are chomping at the bit for this, and I'm excited to be the one bringing you... er, linking you to it. The DSII Toolkit is now available for download at the following Microsoft URL: http://download.microsoft.com/download/3/e/d/3ed5a2f6-5f06-47e2-9efe-5331d1e24412/DS2TK_Installer_v1.0.exe

Be sure to read our companion to the DSII Toolkit, Siege University II. The DS designers and engineers have really outdone themselves prepping this for you and the Gas Powered Garage. You'll be sure to find the latest information you need and the community to help.

Have fun guys. I know there will some amazing creations to come.

- Regards
- Garage Grease Monkey

Submitted by sjr on Mon, 2005-11-07 18:58.
sjr's picture

:) Yay.

Abstraction


Submitted by narco on Mon, 2005-11-07 19:36.

Woooohoooooo....this it the most exciting thing thats happened in ages...woohooo.

Thanks GPG...

woohooo

Submitted by Arrozal on Mon, 2005-11-07 20:18.
Arrozal's picture

legendary...:lol:


Submitted by Sleaker on Mon, 2005-11-07 21:22.

just as I really start to think DS2 is dead.. but you know maybe the Toolkit can revive it...we'll see, if not then it's on to Oblivion woo :)

Submitted by gloogun on Mon, 2005-11-07 21:58.

congrats to the gpg team for getting this out. glad to see the SUII tuts up too. nice one!

Submitted by SnowFox on Mon, 2005-11-07 23:14.
SnowFox's picture

Most excellent news! Talk about an early Christmas present :Wink:

SiegeEditor is working like a dream so far. Can make maps, export them etc. Everything works well.

But, Umm, just one thing...

HOW do you install the SiegeMax plug-ins? :? I've tried copying them directly into the SiegeMax folder in gMax (overriding DS1's SiegeMax), but this doesn't work. I've tried deleting the DS1 SiegeMax folder and replacing it with the new one... Missing files! I've also tried copying them into 3dsMax5.1's script folders (as well as the dlu files into the plugin folder), but they're incompatible... And since there is no documentation on how to correctly install it, I assumed that it'd simply be a copy and paste affair... am I missing something?

-- Check out Chronicles: Preludes for a different kind of DS1 mod --


Submitted by Wyvante on Tue, 2005-11-08 04:04.
Wyvante's picture
SnowFox wrote:
Most excellent news! Talk about an early Christmas present :Wink:

SiegeEditor is working like a dream so far. Can make maps, export them etc. Everything works well.

But, Umm, just one thing...

HOW do you install the SiegeMax plug-ins? :? I've tried copying them directly into the SiegeMax folder in gMax (overriding DS1's SiegeMax), but this doesn't work. I've tried deleting the DS1 SiegeMax folder and replacing it with the new one... Missing files! I've also tried copying them into 3dsMax5.1's script folders (as well as the dlu files into the plugin folder), but they're incompatible... And since there is no documentation on how to correctly install it, I assumed that it'd simply be a copy and paste affair... am I missing something?

-- Check out Chronicles: Preludes for a different kind of DS1 mod --

Siegemax installed into my 3ds max 7 folder automatically. You shouldn't have to manually do it to my knowledge.


Submitted by SnowFox on Tue, 2005-11-08 05:48.
SnowFox's picture

Nothing was automatically installed in my 3dsMax5 folder. Could it be that the SiegeMax plug-ins do not work with v5 of Max?

-- Check out Chronicles: Preludes for a different kind of DS1 mod --


Submitted by mcarp on Tue, 2005-11-08 09:23.
mcarp's picture

mcarpville

snowfox: you must have 3dsmax 6 7 or 8, however, 6 may have been removed but i can not confirm. there are explicit and 8 resources.
contact me if you need to know more

edit: to clarify, i have tried it with 7 and 8. you must rerun the install after installing 7 or 8 or both and the siegemax install is automaticly carried out.


Submitted by biddle on Tue, 2005-11-08 09:50.
biddle's picture

...and here I was thinking the GPG art team were the only people still using Max5. Looks like I've been too keen on getting them upgraded to the newer releases!

The current installer does not include the SiegeMax version for Max5.

I'll look into getting Max5 included in the full package, or put together a Max5 specific release that will give you what you need.

.biddle


Submitted by ghastley on Tue, 2005-11-08 10:43.
ghastley's picture

I'm even worse, I'm still using 4.2. That leaves me looking at $3500 for a new Max 8 (no upgrade from before 5!) before I can use the free DS2 toolkit :(

I suspect a lot of people only had gmax as a modelling tool and are going to be totally boggled by the prospect of spending that much as the price of admission. If you had a standalone tool that built ASP/PRS/SNO from another format that has common support for export, that would be the best of all worlds, but I imagine you only have one that runs inside MAX.


Submitted by Balderstrom on Tue, 2005-11-08 11:40.
Balderstrom's picture

There is the 30 day trial, but to even get a link for that you have to agree they can distribute your email to Discreet's resellers.
There's also less savory options *sigh* but really it's a shame that the hobbyist is treated the same as a professional company, esp. when they don't make any money whatsoever from their content.
--------
Dwarf? Giant? No Contest...Giant's "gear" at Dwarf Headbutting height Fiends! Where are my missing Kin?


Submitted by biddle on Tue, 2005-11-08 13:46.
biddle's picture

gmax has been discontinued and I am unable ship an updated version of the plugin required by the DS2TK.

HOWEVER....

The files written by the gmax gamepack (intended for DS1) can still be read into DS2 as there is code in the game to load older formats.

Using gmax to create content is 'officially unsupported', but is definitely possible (and a lot easier than the hacks I've seen to get gmax generated content into games that never even had an official gmax license)

.biddle


Submitted by SnowFox on Tue, 2005-11-08 23:41.
SnowFox's picture
biddle wrote:
gmax has been discontinued and I am unable ship an updated version of the plugin required by the DS2TK.

Pity about the gMax discountinuation thing. Considering that it has now fallen away, what are the chances of getting an official specification of the .ASP, .PRS and .SNO file formats so that the modding community could create importers/exporters for other environments, such as Maya, Bryce, Milkshape, etc.?

biddle wrote:
The files written by the gmax gamepack (intended for DS1) can still be read into DS2 as there is code in the game to load older formats.

This is good news.

Just BTW, I really want to complement the GPG team for the great work done with DS2. I really like what has been done with flicks and the flick bindings promise to be exceptionally useful.


Submitted by SnowFox on Tue, 2005-11-08 23:30.
SnowFox's picture
biddle wrote:
gmax has been discontinued and I am unable ship an updated version of the plugin required by the DS2TK.

HOWEVER....

The files written by the gmax gamepack (intended for DS1) can still be read into DS2 as there is code in the game to load older formats.

Using gmax to create content is 'officially unsupported', but is definitely possible (and a lot easier than the hacks I've seen to get gmax generated content into games that never even had an official gmax license)

Well, we use it for a graphics course and since there is no hard core professional rendering going on, it REALLY isn't necessary to upgrade, especially with the price tag. And besides, there is SO much you can do in 5, that the benefits of going to 8 don't warrent it.

I'd REALLY appreciate you getting a Max5 release out ;)

-- Check out Chronicles: Preludes for a different kind of DS1 mod --


Submitted by sol77 on Tue, 2005-11-08 03:43.
sol77's picture

Nice. I'm super excited to try this out.

------------------------
SiegeTheDay


Submitted by papadan on Tue, 2005-11-08 16:06.

hi,

i have just finished installing ds2toolkit,i have just put the siege editor as an option and then all the options,but when i am doing the exe i have 791 failed assertions 791 files error 1 warning and it is still opening,my version of ds2 is 2.2....why do i get so may errors?

thanks....

Submitted by papadan on Thu, 2005-11-10 06:32.

i have finally resolve that problem...my dungeon siege 2 game was not installed on my c:\ drive .........
so now it is working fine....
i noticed that there is no help file like in dungeon siege one and
when i converted the big map...220 megs to go and have a look
fot the triggers and all....960 megs of un compressed data...
my computer is lagging...
it would be nice to have a smaller tutorial map like in dungeon siege one and a help file in the editor...
many thanks...papadan

Submitted by Thanatos on Tue, 2005-11-08 17:37.

Ok, I know the editor has a learning curve, but this seems just wrong.  I used the DSI editor and all the nodes were fairly logically named and organized, it seems floor tiles are missing from almost all sets in the new one.  Is there some great way to find complete tilesets within the directories?  And on that note how does one toggle visual placement?

In general can we expect some tutorials specific to DSII map editing soon? Or at the very least a help file (although attempting to find it myself provides endless hours of entertainment).  I thank you guys for getting the editor out, but a more useable form would be nice.

Submitted by mcarp on Tue, 2005-11-08 19:16.
mcarp's picture

most of the floors you want can be found in terrain/generic/natural/floor/base.

If generic doesnt match what you want try changing the node set under the main menu node/current node set.

Some sets dont match other sets, experiment. If all else fails load up some regions and see what gpg has used, you can select a node, main menu, mode, properties and see the node's name.
in addition you may double click on a node in the list of nodes and the previewer opens. you can also try out different node sets while its open. dungeons caves and outdoor terrain all use similar naming schemes and there is a lot more variety of node shapes than in ds1, thus the new and also confusing naming trees. browsing around the list using the previewer will help you get familiar with them as well as seeing some pretty wild stuff here and there.

if you arent sure where to browse, terrain/generic/natural
is where you want to start

mcarpville


Submitted by Hassat Hunter on Tue, 2005-11-08 23:48.
Hassat Hunter's picture

A mod noob here to help another:

There is a help-file. It is hidden and a mess though, but still.

Open Logic.ds2res with TankViewer, then extract the help-file you find there...
Now if I can only make the help-file application give them correct... :( (So far, everything seems pretty randomly dropped everywhere; and finding what you are looking for is a task itself :()

EDIT: Meh, I give up on that help-file. It takes longrer to find it there than to just try it and see what happens...
(Nice help-file, thus BTW)


Submitted by The Hanker Chief on Thu, 2005-11-10 17:16.
The Hanker Chief's picture

If GPG could start a wiki page for DS2 modding, that would distribute the documentation work. I'm sure there are lots of DS1 veterans with tricks they could test with DS2 and share with everyone.

Cheers,
The Hanker Chief


Submitted by L1011 on Thu, 2005-11-10 17:41.

Great idea, 'chief. But why don't you just make one yourself? Why wait for GPG to make one (if ever)?

Submitted by sharkull on Thu, 2005-11-10 18:19.
sharkull's picture

Submitted by The Hanker Chief on Thu, 2005-11-10 18:42.
The Hanker Chief's picture

Bah! Just after I went through the trouble to find a free host and make a site. Oh well.
/me presses delete


Submitted by omniscientcolossus on Thu, 2005-11-10 20:46.
omniscientcolossus's picture

Oh yeah! Heh, I really wish there had been a wiki at the onset of DSI development, hence the reason for converting a site with just my own mods on it into a community project. I hope it lives up to the mission!

I can't wait to dive into DSII myself this winter break!

Omniscient Colossus
Herena Forge


Submitted by The Hanker Chief on Fri, 2005-11-11 13:40.
The Hanker Chief's picture

The wiki seems a bit sparse. DS2 modding experts to arms! I've started a page on what I know about Rules.skrit.

Cheers,
The Hanker Chief


Submitted by Elitron on Thu, 2005-11-10 18:19.
Elitron's picture

"I really want to complement the GPG team for the great work done with DS2. I really like what has been done with flicks and the flick bindings promise to be exceptionally useful." - SnowFox

Thanks for the kind words SnowFox!!

I guess I should introduce myself, my name is Elijah Emerson. I started working at GPG when DS2 started. Flick, NIS, AI, Special Effects management, journal, glow, jobs, rules, MCP improvements, lots of game play and polish work across the board. Basically I’ve been around the block with DS2 and how it interfaces with skrit / flick.

I put a lot of extra effort into making Flick / NIS easy to use for level designers and modders alike. For example, Flick is easily extendable as its commands are declared in flick_functions.gas and defined in separate skrit files.

Flick also has a bunch of in game debugging tools, just type ‘help flick’ in the console to see a list of commands.

Another important debugging tip is to use the 'bool aijobs' console command. You’ll see state info next to your actors so you know what they are thinking/doing as well as debug lines showing you where they are headed.

There is also a flick probe (Alt-F3) that will show you all the flicks affecting a particular actor and what state they are in.

Something to note: If what you are looking for is straight forward and you've seen it happen in DS2 you'll want to check out flick before looking into skrit. Odds are the same functionality is wrapped up nice and tight as an easily accessible flick command.

There is soooo much you can do with flick, the reference and tutorials are a great start.

I’m very excited to see what the community does with the new functionality of DS2. Flick, NIS, new AI tech ( coach plays ), UI skrits, a new special effects system, the list goes on and on. The mod community should have a much easier time of putting together a good mod for DS2. I can't wait to see what you guys do with all our stuff! I wish you guys the best of luck on your projects!!!

- Elijah Emerson


Submitted by SnowFox on Fri, 2005-11-11 00:30.
SnowFox's picture
Elitron wrote:
Flick also has a bunch of in game debugging tools, just type ‘help flick’ in the console to see a list of commands.
Thanks for the debugging tips.

Elitron wrote:
There is soooo much you can do with flick, the reference and tutorials are a great start.
Was reading the flick files before that and am pleased to say that I deduced most of the stuff from there. There's a lot to be said for an easy to read/understand language.

Elitron wrote:
I’m very excited to see what the community does with the new functionality of DS2. Flick, NIS, new AI tech ( coach plays ), UI skrits, a new special effects system, the list goes on and on. The mod community should have a much easier time of putting together a good mod for DS2. I can't wait to see what you guys do with all our stuff! I wish you guys the best of luck on your projects!!!
Oh yes, I've got lots of plans for the flick system. I was in the process of writing something similar (obviously not in the easy to use form of a new language) for DS1 that generated gizmos that controlled everything in a sequence. It was a nightmare! Getting "threads" working was an issue. And latent conditions were another story completely!

Even straight forward NISs were painful in DS1. One of the NISs I set up ran for about 2 minutes and had a LOT of co-ordination required. The introduction of cues, branching threads, etc. has meant that I can basically set the whole thing up again with ONE flick, an activation gizmo and that's it. I forsee a LOT more detailed, colourful sequences being written (well, I intend too anyway).

Excellent stuff :)


Submitted by danielcg on Thu, 2005-11-10 18:20.

Release version of Dungeon Siege II TookKit's help file is missing. I found DS2Anim help file but no Dungeon Siege II ToolKit Help file.

But however, I can easily able to mod with Dungeon Siege II ToolKit (for Skrit, Flick and Gas Files only) via "Save as DS2Mod" feature.

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