![]() |
Re: Paths & Lakes
Okay, then I post the template (incl. grid) for 640x480 resolution:
http://img148.imageshack.us/img148/1...ertmpltxr9.png The yellow parts of the grid mark where a "normal" wall should be placed. |
Re: Paths & Lakes
Thanks for reposting this, Dininykos. :) I know that when I get around to doing path and stream wallsets, it will be your guidelines that make it look decent. :D
|
Re: Paths & Lakes
I have a special grid for floors, but I have to change to another computer to post it... :D I will probably post that one tomorrow.
|
Re: Paths & Lakes
I believe I already have that...assuming that you mean this one.
http://one.xthost.info/elminster/Image1.png This is another excellent resource that I find indespensible. :) |
Re: Paths & Lakes
Pardon me for being dense, but the issue I had was trying to make sense of the offsets (which I see below the hyper wall template). Do they just get added to the top-left corner to place the piece properly? And I see this is an example of the 5 distant wall type. To make a brand new wall type, you would have to make the template with 5 or 7 walls, and count pixels to get the offsets in place properly for the walls in all the possible positions that show from a standard template (for all the walltypes A thru P)?
Has anyone made a brand new walltype? ST |
Re: Paths & Lakes
You are pardoned. :D I'm just teasing you, I don't think it's an issue of being dense, I think the wall formats are complicated things that were never explained by CocoaSpud.
The offsets are applied to the coords, while the wall_rect is that particular wall part in the graphics file. As for 5 or 7 distant walls, that is up to the person at time of creation of the format. You can easily have both for the same wall format by changing the size of one of the graphics, so DC knows which to apply to what. For example, if the new wall format is 5 distant walls and measures 400x800, to use 7 distant walls, you would need to change one of the dimensions to say, 416x800. (Keep each dimension a factor of 16 to avoid issues with the editor.) Edited to add: Check out this thread to get some good visual guides for how walls work in the viewport. |
Re: Paths & Lakes
Quote:
Quote:
BTW, I assume that walls E, B and C are perhaps still one pixel to low (at least they are in relation to my backgrounds if I make them vertically symmetric), but I left it that way because it was similar in the default walls... :D Quote:
|
Re: Paths & Lakes
Wow, that's a nice template! :D If only, er, I could understand it, eh, well... :( (Gee, there are lots of frames there, and I guess some of them overlap on others?)
|
Re: Paths & Lakes
Quote:
http://img139.imageshack.us/img139/8...stwalls3rf.png It should even be possible to write a script for e.g. Photoshop or to write a programm to turn a default wall into a hyperwall, however, even with copying and pasting in PSP or Paint it is quite quickly done. Anyway: There is no particular system behind the other colours (green, red, blue). But e.g. the blue section of Wall E will overlap with an adjacent Wall in the Editor/Game. Same with Wall O/G: Everything left or right of the yellow section will overlap with adjacent walls! |
Re: Paths & Lakes
These examples illustrate the advantage quite good:
http://img352.imageshack.us/img352/9...exampleri7.png http://img352.imageshack.us/img352/4...xample2jz9.png |
All times are GMT -4. The time now is 06:02 AM. |
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved