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  #16  
Old 02-29-2004, 05:31 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by zell12
Who cares. Delete all the playerworlds and make them make new levels, they won't mind at all.
Uhm, yeah, I will mind.
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  #17  
Old 02-29-2004, 08:41 PM
zell12 zell12 is offline
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Quote:
Originally posted by G_yoshi


Uhm, yeah, I will mind.
Naw, you can make a new one.
Or we can do it a better way and enable this feature but the old levels dont need it? I dont know.

Also, how do you change the pics1 format
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  #18  
Old 03-02-2004, 06:07 AM
TB3 TB3 is offline
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Quote:
Originally posted by zell12

Naw, you can make a new one.
Or we can do it a better way and enable this feature but the old levels dont need it? I dont know.

Also, how do you change the pics1 format
Hmmm wonder why its pics1 and it uses 0 format shouldnt it be pics0
Well This might be interesting

hmmmmmmm.. you may see another post from me here soon i have an idea
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  #19  
Old 03-03-2004, 04:33 PM
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So you mean something that looks sorta like this ?
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  #20  
Old 03-04-2004, 08:47 AM
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Well anyways the forums are back up finaly YAY
and i was kinda working on a pics1 type thing
I've been re-editing / recoloring and creating all new tiles for a brand new pics1.png here is a preview ill show another preview in the graphix section l8r
I may have to remove some predefined objects in order to get all of the basic tiles in . if i do ill pull them out into seperate graphix
rar!
[edit]
by getting rid of some objects i mean things like the golden tree and the snow gravestone and the mailbox you know the things that are rarley used and probably better off as an npc with setshape anyways.
[/edit]
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  #21  
Old 03-04-2004, 09:09 PM
TB3 TB3 is offline
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OMFG cliff tiles are the biggest pain ive ever seen djl;afjdlfjal;sdj ahhhhhh its going to take me longer!!
Anyone realy good with cliff tiles think they can help me?
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  #22  
Old 03-04-2004, 09:57 PM
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n/m I did it myself..
but let me know what objects you think are better off left as an npc and not in tileset (Tileset is supposed to be a tileset not an object set so ill make object npc set in a sprite set instead of a tileset)
Cause im out of block tile space on the tileset lolz
But ive allready removed the ice gravestone , the bomy gravestones , the big green statue, the mailbox , what else should i be gone with ?

[edit]
I wish setbacktile worked on graal i could have made tree's and such look awesome with layering. It would be nice to maybe have a new level format a .lnw or .lgl (layered new world)/(layeredgraallevel) and have it use different layers for tiles that would be pretty cool ill post that in future improvments when i get home tonight l8r gone to work
[/edit]
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  #23  
Old 03-04-2004, 10:28 PM
zell12 zell12 is offline
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We alreadly talked about that
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  #24  
Old 03-06-2004, 08:03 AM
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The hard thing to do is distinguish what should be left in tileset and what should be seperated as an object because some objects and or their parts make good ineteresting tiles. But im still out of room to fit the rest of the blocking tile parts in. What else should I seperate from the bottom of this tileset as an object to put in an object image file instead of the TILESET ?
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  #25  
Old 03-06-2004, 04:14 PM
R0bin R0bin is offline
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Trees, They arent needed in the tileset, Tree images can be put next to each other (overlapping) and still look good,
trees on the tileset do not join properly.
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  #26  
Old 03-06-2004, 04:35 PM
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Quote:
Originally posted by R0bin
Trees, They arent needed in the tileset, Tree images can be put next to each other (overlapping) and still look good,
trees on the tileset do not join properly.
Im putting all but the green tree (because its tiled so often) into the objects image.

How bout anymore you think should be moved? (from that picture of course) id move the light but i wasnt sure if ne one tiled it much
There is also the problem with lag if you lag into a level a little you can run by some npcs before they load so I will make a blocking tile with each ground color so when you know where you want to place an object and you want it permanently blocked off you can make sure they can't sneak past.
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  #27  
Old 03-06-2004, 09:10 PM
jake13jake jake13jake is offline
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Can I add a plea for the type 1 tileset to be fixed so that you can lift signs, pot, stones, bushes, etc. like on a type 0 tileset?
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  #28  
Old 03-06-2004, 10:57 PM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by jake13jake
Can I add a plea for the type 1 tileset to be fixed so that you can lift signs, pot, stones, bushes, etc. like on a type 0 tileset?
Have you checked all the locations on the type1 definition? I'm sure its there if you look
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  #29  
Old 03-06-2004, 11:20 PM
zell12 zell12 is offline
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I don't know what you're talking about with this filetype 1 and 0
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  #30  
Old 03-07-2004, 01:48 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by zell12
I don't know what you're talking about with this filetype 1 and 0
filetype?

Do you never bother to read the newfeatures200X.txt files?

addtiledef tilesetimage,levelstartname,type

tilesetimage - the .png format image for the tileset (example: pics1.png)
levelstartname - part of the level name or entire level name (example: part of levelname - dk_ | levelname - dk_house_c-32.nw)
type - the tileset definition (example: type 0 is the default, type 1 is the new definition, type 5 is for terrain)

Please read before responding.
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