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------------------------------------------------------------------------ addtiledef2 untitled.png,new,0*16,1*16; ------------------------------------------------------------------------ The new makes it so that tileset works in all levels that start with new. You can change it to like levela, or anything like that, and have infinite tilesets that you need. They just correspond to the levelname. |
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Lol, sorry for reviving, but I realized how usefull this still is as I went in to add grass tiles. But now this happened. The script is for it to replace 4,26 (the swamp tiles.)
o.o |
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Amatures....
Instead of putting 4,26 as your X,y co-ords put: 4*16,26*16 |
lmao, guess I shudda read my own tutorial! :)
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Ok, I have been trying to get tilesets I make to work for a long time, and I am a horrible scripter. -.- I just noticed this post and decided maybe it wasn't a lost cause, so I opened the editor and tried it. Though, it doesn't seem to be working unfortunately, it's not even showing any change whatsoever. Am I doing something wrong?
Here is what I have: // NPC made by *Raelyn (VIP) if (playerenters) {removetiledefs; addtiledef2 raeroadtile1.png,new,0*16,3*16;} Now, my image is a 32x16 .png using only 4 different shades of grey and I saved it in psp7, and I'm trying to cover those two oppositing green brick tiles at the top of the tileset, as a test to see if I can figure this out, if nothing else. Actually, I've just noticed something else, none of my pngs are working.. when I load them, nothing happens, so I hit play and it locks up. -.- Then I hit F4 and the whole level is reverted back to grass, but I can load other files from webgifs just fine. -.- Maybe my problem isn't the script. What could be wrong with my pngs? :o |
.gif always works for me.
Or if it is .png, make sure it is 8bit! There are converting programs that can do this for you. The one I used to use is: Wiagra Batch Converter, search for it... |
Or gif2MNG... But you know... If wasting time is like, your thing or whatever... Go with the other one.
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ok.. why are you multiplying the values?
okay, why not just do a simpler way.. count how many tiles you want across and x the number by 16, same for y.. or you can guess, whats what i normally do. i.e addtiledef wan_tiles.gif,world_a-01.nw,32,32; and you only use removetiledef untill you've got the tile in the right location, afterwords it can be removed. |
How do I even use gif2mng?
Edit: Ok, so I just dragged a gif onto it because apparently that works, and it did. But what if I don't want an MNG, what if I want a png, and does that automatically make it 8bit? |
Ok, I just wanted to make an update here, for a program that is as simple as the lovely drag'n'drop gif2mng if you want instant 8bit pngs for graal I highly suggest the exorcist. :D I just found it, and it's awesome. :)
http://www.nigels.com/exorcist/Download.html Very helpful. :) |
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Uhm... yeah... *goes back on topic* |
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Yea, and animated gif's turn into a mng...because png's cant be animated lol.
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