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graal pics1.png reading
not sure where to put this but doesn anyone know how graal reads the pics1.png file
i mean i made the thing bigger, and the level editor saw the changes i made, but when u play it messed up |
Yes, the level editor can see it, but the real way it reads it is via a 12 bit array. You see, the variable for a tile, defined in any tiles[] call, is really a hex value along the method of 0xABC.
A = A 16 peice division of the current tileset, along these lines: http://img.z0.ca/pub/pics1A.png For B & C: http://img.z0.ca/pub/pics1B.png B=The vertical plane. C=The horizontal plane. Also, all prefixed zeros may be trunicated. So, using this principle, the first plain grass tile would be located on the first section, in the last column, and on the last row, giving the value of 0x1ff. [/jargon] So, your appendage of extra tiles onto the level array simply would not work, because it exceeds the range of the variable. |
How did you get that? That is so neat. But what makes me mad is there are 3 plain grass tiles that I could really use for some nice tiledefs but as it turns out each one is incorporated with a tree.. like the plain tree has some of each of the 3 tiles in it. It is crazy
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Just replace those tiles with the first grass tile in the server when theey're placed, or possibly just change the predefined object. But, if you think that the other LATs will screw up the tree thing, or if you already have those other tree tiles on a bunch of levels, than... oh well.
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screw the lats. my lats will only do inside levels if I ever get any. What the issue I have is the trees from the levelgenerater.. 49 levels of horror.. x.x
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