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Tileset problems
I know how to change the tilesets in the editor from classic to something like era but i have a problem how do i get my character to walk on some tiles, for example when i test my level my character can't walk on a pavement it acts as if it is a wall and when the character goes up to a door he will sit down on it and all other things like that anyway to help.
Sorry if i worded a bit complicated. |
There are two types. 0, which is what pics1.png is and 1 which an Era-like tileset would be.
Do this: addtiledef [image name],[level start],1; :P |
What do i put in [levelstart]?
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The level prefix, like say if it was loc_osl.nw, the levelstart would be "loc".
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I think I might know your problem. When you add a tile which format/style is the tileset looking like.
The First one is the format Era uses and is used for "addtiledef" scripts. The one classic uses is "addtiledef2". So if your using the tileset Era is using. It'll probably look like this. NPC Code: Replace tileset_name.ext to a similar tileset for example. "tileset_era-summer.png" #L is current level, and 0 is the mode of the addtiledef which in case Era is using. If it's still not working than switch the 0 to 1. That should help, PM me if it doesn't work. I prefer using the tileset type Era is using because it's easy to script with. Addtiledef2 requires the x,y coordinates and I suck at those. |
That's wrong. The way I did it is right. addtiledef2 is used for adding a group of tiles which doesn't necessarily mean changing the whole entire tileset. For example, if I wanted to change tall grass, I'd use addtiledef2 but if I had completely new tileset, I'd use addtiledef. Type 1 is what Era uses and is more organised where as type 0 is the one which classic uses and is used when you have a new tileset where you don't want to change the layout, mainly used if you already have an overworld.
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Yeah what he said ^^
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also try removetiledefs; before the addtiledef part
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