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Ref: Making the Graal Editor handle GK Tilesets
Without putting weird scripts in your levels.
It took me awhile and yes it IS complicated. I can't guarantee that this will work for everyone but I hope this will make a good start. The Graal Editor relies on a lot of data scattered throughout the entire Graal directory on your computer. The most important peice of cryptic, mysterious advice that kept coming up was: 1: Open up a file called tiledefsGraal%032Kingdoms.txt located in the Graal/Levels/Tiledefs folder. 2: Copy the information. 3: Open up the file tiledefsOffline.txt in the same folder and paste the information. If you don't have it like I did when I started, just make it. The first file I assume comes from regular game play. That is stage one. The second stage looks really easy, but its never worked properly for me. 1: Delete a file called FILENAMECACHE.txt in the Graal folder. That's the folder with the graal.exe in it. Running the game or the editor always recreates the file. However if you're lucky it'll work for you. [I ended up copy/pasting the FILENAMECACHE.txt from a previous install of the game where the editor did work.] I can provide it to anyone who asks but I'm pretty sure it'll blow up your computer or something. Try to make the official step work. Ok, now for the final part if you want it to work for outdoor levels or anywhere else requiring multiple .nw files linked together. 1: Do a quick check through Graal/maps to make sure its healthy and full of .gmaps, including the one for the island/area you want to work on. Everything SHOULD be there automatically from normal gameplay assuming you've actually BEEN there at least once. 2: You're going to need to create a new file in your Graal directory called loadgmaps.txt. The contents are simple enough that you can copy/paste: dustari.gmap forest.gmap pirates.gmap samurai.gmap zormite.gmap main.gmap start.gmap mines.gmap mines1.gmap mines2.gmap mines3.gmap mines4.gmap Just drop it in and if the forums doesn't screw up the formatting it should work. If the forums do screw it up I can try to send you the file and this time it probably won't blow up your computer.... probably. If you need additional .gmaps you're on your own. I haven't gotten that far. Congratulations, at this point your graal editor should be properly recognizing GK tilesets for use with both outdoor and indoor levels without scripts. Your multi-.nw file areas should come linked and with the proper terrain heights if applicable. If it doesn't work, please let me know so I can try to help and update this reference sheet for the future. |
Wouldn't it be easier to just use " loadmap gmapname; "?
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yeah but apparently thats an outdated command, according to stefan
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http://forums.graalonline.com/forums...8&postcount=13 guess it's an offline thing or something, i dunno @_@ |
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After that point I've never had to use that command since. Just make sure the file ends up where its supposed to be and the editor uses it. I have this theory its better how to find out how configure something to work by default rather then trying to patch everything else to conform to a misconfiguration. |
If he where to update the editor, he should update a few other things aswell. Making it GS2 compatible and so on. Maybe you could all work on an updated version of gonstruct since the webpage owner says he welcomes anybody willing to update it themselves. I don't know, just a thought.
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I've been toying with Python. Feels good, man. |
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