Difference between revisions of "Talk:2DA"

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(Overview section)
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: The [[2DA#2DA_XLS_files_used_in_Dragon_Age]] section of the page could perhaps be rewritten into something more like what you're talking about, I think. Instead of simply listing 2DAs it could describe how some of the more important ones are used in the game. Is that more what you were after? [[User:BryanDerksen|BryanDerksen]] 01:00, 27 January 2010 (UTC)
 
: The [[2DA#2DA_XLS_files_used_in_Dragon_Age]] section of the page could perhaps be rewritten into something more like what you're talking about, I think. Instead of simply listing 2DAs it could describe how some of the more important ones are used in the game. Is that more what you were after? [[User:BryanDerksen|BryanDerksen]] 01:00, 27 January 2010 (UTC)
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:: Yep this would be great. What i initially had in mind with the overview was clear up the topic. When i first read 2DA i had the impression that whenever i create something i have to conjure a rabbit out of a hat. But i hadnt realized that the game already knows what columns to look for, and every 2da looks so different but in the end it only matters for the script or whatever that reads them, and that those are having the specific task to read the 2da in the way as they are ,and that is the reason they all look different. And that editting 2DA only means extending rows, and not columns. And that the existing 2DAs and the XLS to it are actually part of the running game! Which is actually the part that had questioned me the most. Many people just take the XLS and adjust it with their needs, without realizing they actually broke the source. And that M2DA are no magic and receive the most attention to modders, not a sidetopic. That is what i initially had in mind. Albeit i dont know too much more about them.  [[User:Eshme|Eshme]] 01:39, 27 January 2010 (UTC)
  
 
==Adding strings? ==
 
==Adding strings? ==

Revision as of 02:39, 27 January 2010

Page split

Undid the latest change since I think a lot of that information needs to go in a separate subsection instead of how to simply convert an XLS to a GDA. Also, the title made it sound like dragging GDAs into the toolset itself in order to somehow convert them. Anyway, I think it's just adding to the confusion of the article if the edits are more incomplete and questioning sentences that would be better asked in the article's talk page instead. --FollowTheGourd 00:31, 27 January 2010 (UTC)

Well i would have prefered the convert stuff in a seperate page anyway, since this page is rather long for a somewhat title page for 2DAs. It should be enough to know there is a excelprocessor here. What i would rather see here is examples, and links further into the topic. Right now it mainly links to other XLS's ,and that are pretty hardcore pages he he and just plain data. Eshme 00:49, 27 January 2010 (UTC)
Maybe a "Converting 2DAs to GDAs" page (or something better named)? --FollowTheGourd 00:55, 27 January 2010 (UTC)
Hmm yup. Perhaps it can also explain how to get them recognized, and precautions to do when creating builder to player stuff. But i do not know how big topic that is. I assume that either is ok. But my reason is thst is because I have only yet made one GDA which works when i copy it to the games directory. But it doesnt get included into builder to player. So i assume i still did something wrong sniff i dont know Eshme 01:18, 27 January 2010 (UTC)

Overview section

I would have prefered to have the Overview Section describing what 2DA's do and how they fit into this seemigly big topic, rather than describing what 2DA's can do and that they are made of Rows. Obviously i failed with that with the bloomy texting. I am trying to figure out this stuff myself, so may not have been correct anyway. But i would really like someone to explain so i can understand. Eshme 17:41, 25 January 2010 (UTC)

If you're wanting to know what 2DAs do as in what role they play in the game I think it may be too big a topic to fit comfortably into an "overview". 2DAs are used to define creature appearances, worldmap destinations, spell effects, achievement values, talents, shapeshift properties, item properties, placeable appearances, etc., etc., etc.. - there's nothing inherent in the nature of 2DAs that make them do any one particular type of thing. The only thing that they all have in common is that the 2DA contains rows of data with a uniform pattern of columns.
The 2DA#2DA_XLS_files_used_in_Dragon_Age section of the page could perhaps be rewritten into something more like what you're talking about, I think. Instead of simply listing 2DAs it could describe how some of the more important ones are used in the game. Is that more what you were after? BryanDerksen 01:00, 27 January 2010 (UTC)
Yep this would be great. What i initially had in mind with the overview was clear up the topic. When i first read 2DA i had the impression that whenever i create something i have to conjure a rabbit out of a hat. But i hadnt realized that the game already knows what columns to look for, and every 2da looks so different but in the end it only matters for the script or whatever that reads them, and that those are having the specific task to read the 2da in the way as they are ,and that is the reason they all look different. And that editting 2DA only means extending rows, and not columns. And that the existing 2DAs and the XLS to it are actually part of the running game! Which is actually the part that had questioned me the most. Many people just take the XLS and adjust it with their needs, without realizing they actually broke the source. And that M2DA are no magic and receive the most attention to modders, not a sidetopic. That is what i initially had in mind. Albeit i dont know too much more about them. Eshme 01:39, 27 January 2010 (UTC)

Adding strings?

Adding Strings?? How is this useful? Do you need to enter Strings into the Toolset String editor somewhere? I had made a 2DA now with a few "strings" and i entered them with Openoffice just like i think, and it worked seemingly. At least this part i think. I would rather move this somewhere else if it doesnt include any normal 2DA stuff Eshme 22:33, 24 January 2010 (UTC)

To be honest, I have no idea what that section is on about either. There is no "StringID" column in ABI_base.xls, so were they talking about those *strref columns and maybe if you make them **** then it uses the label instead? I'd second moving it out of the 2DA section and maybe the original author clarifying it. It's just confusing otherwise. --FollowTheGourd 02:22, 26 January 2010 (UTC)

Column case sensitivity

This section doesn't seem very accurate: "Column names are case sensitive. This is because of the CRC32 algorithm used to generate the hash key. Changing the case of a column name after it is in use will break the game. White space before and after a column name will be removed before hashing." It's confirmed that the GDA file's CRC32 is based on the lower-case form of the label, but perhaps it's still case sensitive for other tools while still in 2DA form? I'm just not sure if my changing that line would be inaccurate for something else -FollowTheGourd 01:23, 9 January 2010 (UTC)

As a noobie i wouldnt mind if this were part of guidelines, if all it wouldnt create troubles when doing so. I havent checked mind u and would be a wast of time lol Eshme 22:35, 24 January 2010 (UTC)


Page needs editing - lots of questions need answering

This is a rather poor page as stands. I think we need two sections. The most prominent section has to address Josh's questions in layman's terms, especially considering the role and importance of these .2DA files when creating modules. The second section shouldn't be too different from what we currently have, but should in no way have prominence on the 2DA page. I do feel parts of this section would be better served in tabular or bulleted form, a kind of technical sheet.

Deadrockstar 01:01, 7 December 2009 (UTC)


Some more information on the usage of these files would be great.

Questions:

-- What todo with these files?

-- Where to put them?

-- Do you need to copy them or modify the original? (why is there only one set of these?, should not every module have it's own set?)

-- Where to find them? (tools\source)

-- How do they fit in the whole toolset thing?

-- Meaning and usage in your own mod.

-- Best practices?


For all the people coming from the NWN Toolsets, that should be straight forward.

But for newcomers, this can be a bit confusing.


Thanks Josh


also -- where the heck ARE these files?