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Tilesets
I'd like to see the ability to use multiple tilesets, or at least expand the size of the tileset in some way. I'm constantly finding myself running out of tile space for future expansions.
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That's the only visual limitation I ever had when creating the fundaments of a Project...if it were not for that limitation, Crystia would have gone further, because I was always too confused thinking of ways to optimize it and make use of what is possible today...
There might be a workaround for that though... scripting a mechanism that would be similar to the online level editor, but the code would be different... it would be more of a Slice'n'Place tool that would put certain sliced shapes that you would define in said level editor with an option of given attributes (block,nonblock,layering,opacity, even interactive code section to add effects on touch or something...) But I can imagine something like this would be very resource-intense and possibly create quite some lag when loading a map created like this with so much information given... |
There's always multiple tilesets, but that's kind of a pain.
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There are 4096 usable tiles in the tileset. There are also, 4096 tiles in the level. Technically speaking couldnt each level use it's own tileset then? Allowing for an unlimited number of tiles (on an overworld or inside map even)..
I might also be mistaken but wasn't there a way in scripting to update only part of the tileset with overriding tiles? Sorry I can't remember but I thought I heard something about that half a decade ago. 1 Thing is for sure tho with tilesets. The ability to have tile layers OVER the player would be beyond amazing. But you would need transparency in the tileset's to do that perfectly. |
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That might be an option, doing an inside & outside tileset. For a server like Era that would be a lot of work.
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whether the addtiledef2() is added to a weapon or a level npc is irrelevant, the point is that as soon as you are no longer within the specified levelstart parameter for the addtiledef2, the tileset will no longer be applied http://i.imgur.com/eyE1qFJ.png so if you imagine this image as two mapped levels, as soon as you enter the right hand level you will no longer see the addtiledef2() for the left hand level, instead the left hand levels tileset will match whatever tiles are shown for the right hand level |
In the past I had to apply the tiledef to the surrounding levels, but that's still not do-able. On my larger monitor I can view at least three levels at once on a gmap. It just never looks right unless you're actually in the level.
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Just don't name your maps in stupid ways and you can apply addtiledef2 to a wide range of maps all at once. I've done so on World of Tomorrow in order to have animated tiles available in all of our dungeons using that method. :fro: Also, watching you guys struggle with all of this is kind of hilarious. The solutions to most things listed here are glaringly obvious. |
Those aren't solutions, they're limitations.
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the problem being described here is that if you apply a tileset to a level prefix, your current level has to begin with that prefix in order to see the tileset. so if you can see that level on your screen but you are not actually within it, you will not see the tileset that has been applied to its level name prefix as a result it is impossible to use two different tile images while using the same tile values on the same map Quote:
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