
06-25-2002, 01:02 AM
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Registered User
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Join Date: Mar 2001
Posts: 7,989
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Quote:
Originally posted by Birdbird_0
addtiledef replaces the whole tile set such as 2k2's gmap tile set, making each tile not blocking
addtiledef2 draws over the exsisting tile set
the correct way to do addtiledef2 is:
addtiledif2 imagename.extention,level,x,y;
an exsample
addtiledef graal2230_tiles-1b.png,psa_1-,400,1600;
psa_1- that meaning that it starts in every level that contains psa_1- in the first part of the name, same can be done with all level names, such as for a cave cave_ and all levels starting with cave_ have the tile set in them, it adds it to the tiledef text files in your level folder.
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addtiledef makes all the tiles non blocking? I never knew that. And yeah, that guy forgot the extension on the image name :P |
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