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Old 02-09-2005, 06:26 AM
Alexander Alexander is offline
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Quote:
Originally Posted by jake13jake
Lance, to be honest, I'd want to ask Master Storm (manager of classic) before I post my script. It's well rounded and I wouldn't know if he'd want to keep it for Classic or if he'd want everyone to see it.

It's mouse controlled.
You can move and resize the window that it's in.
You can scroll through the entire tileset.
The scroll and resize coords round to fit tiles.
You select multiple tiles by dragging the mouse.
The first tile you clicked on is always in your selection.
The tiles while laying are on layer 0.
The only thing it really lacks is bucketfill, copy and paste. and I'd rather have those in a different script anyway, maybe one that uses predefined objects.

If you come to Classic and get a chance to go to gctilechangerb.nw you would be able to see it.

So, Lance, do you care to discuss the transparency issue or was your entire goal...? Anyways, thanks for the posting advice *cough* gotta get to school now!
I win mine copied and pasted too =p
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Old 02-10-2005, 06:23 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Alexander
I win mine copied and pasted too =p
Copy and Paste is easy, but I would rather put it in a different script because in my opinion it would be better/easier/less confusing to separate the two abilities. I'd try to make something that would allow for predefined objects if I did that as well. All you really have to do for that is to save all of the tile code things in an array. Bucket fill would be a little more difficult, but possible. It's kindof a maze to make. The hard part would be checking for tiles that are the same and connected. Call a for loop checking each coordinate on the four borders of the tile and then checking that tiles four borders and the next tiles four borders. Maybe if I did a function that called itself... I just hope it wouldn't eat up all the memory, and doing that probably would so what might be an efficient way? Replacing the tiles wouldn't exactly be the hard part. Just using modulus from the initial coords could handle that. It would also give more control over how you want the tiles to be laid. The default editor, on the other hand, decides for itself.
Quote:
Originally Posted by Stefan
What I wanted to say is that you can't use one single image, many gfx cards don't allow it and in v3.1 it is not possible to make textures bigger than 1024x1024 anyway.
It won't be difficult to modify the script so that it takes 2 images in place of pics1.png. It can almost do that the way it is now. It would just need a check if it's over 1024 that would change which image and post that image at the same coordinates but with 1024 subtracted from an x value. So I guess I'll do that.
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Originally Posted by -Ramirez-
This is a bit off-topic, but oh well, it's Massokre's thread, so it's fine.
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Old 02-11-2005, 12:51 AM
Alexander Alexander is offline
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Quote:
Originally Posted by jake13jake
Copy and Paste is easy, but I would rather put it in a different script because in my opinion it would be better/easier/less confusing to separate the two abilities. I'd try to make something that would allow for predefined objects if I did that as well. All you really have to do for that is to save all of the tile code things in an array. Bucket fill would be a little more difficult, but possible. It's kindof a maze to make. The hard part would be checking for tiles that are the same and connected. Call a for loop checking each coordinate on the four borders of the tile and then checking that tiles four borders and the next tiles four borders. Maybe if I did a function that called itself... I just hope it wouldn't eat up all the memory, and doing that probably would so what might be an efficient way? Replacing the tiles wouldn't exactly be the hard part. Just using modulus from the initial coords could handle that. It would also give more control over how you want the tiles to be laid. The default editor, on the other hand, decides for itself.
You just explained pathfinding, it's also what I did for bucket fill, I removed it out of my script because people started editing all at once, and it just got confusing
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