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-   -   tall walls extended (http://www.ironworksforum.com/forum/showthread.php?t=42565)

manikus 10-30-2006 11:27 AM

Dinonykos has done something wonderful with the tall wall format. He is extended the width of the views so that the walls can appear to overlap. All existing tall walls can easily be put into the template if the user so desired.
Plus, his template is a grid showing how the perspective should go for normal _and_ upper story walls.
http://dungeoncraft.forumsplace.com/message57.html
Just scroll down until you find it. :D

manikus 10-31-2006 09:08 AM

He has just added an improved version of his backdrop grid to the same thread.

Good stuff. :D

Uatu 09-30-2007 05:52 AM

Re: tall walls extended
 
Hey, could we have a copy of that here? (The other forum has been mostly slow/dead these days, so I can't access it.)

Ziroc 09-30-2007 07:26 AM

Re: tall walls extended
 
Yeah, I've tried reaching it a few times, and get nothing...

manikus 09-30-2007 09:04 PM

Re: tall walls extended
 
2 Attachment(s)
Here is the wall grid and the background grid that Dinonykos made.

You will want the newer version of the config.txt file available at-
http://uaf.cvs.sourceforge.net/*chec...UAF/config.txt

Uatu 10-01-2007 01:16 AM

Re: tall walls extended
 
Cool, thanks, Manikus! Will take a look at these at home...

manikus 10-01-2007 01:41 AM

Re: tall walls extended
 
I forgot to mention that these were for the 640x480 resolution.

manikus 10-01-2007 02:12 AM

Re: tall walls extended
 
2 Attachment(s)
Below is Dinonykos extended wall format for the 1024x768 resolution.

Just plug the text in to the config.txt file. (Make sure and adjust the appropriate place that determines max number of wall formats.)

In the guide, red is the default wall area, black is the extended wall area. Light red and black are the second story.

Uatu 10-01-2007 08:41 AM

Re: tall walls extended
 
Uh oh... The first file, I noticed, is a classes config file... Where is the resolutions/walls file? (Sorry...)

manikus 10-01-2007 12:01 PM

Re: tall walls extended
 
Quote:

Originally Posted by Uatu (Post 1190820)
Uh oh... The first file, I noticed, is a classes config file... Where is the resolutions/walls file? (Sorry...)

D'oh! I was too tired when I put that up... :D It's fixed now. ;)

Uatu 10-01-2007 08:52 PM

Re: tall walls extended
 
Cool, thanks! Hopefully, this will help me make a forest-type wallset... (The default is not wide enough for anything except a set of really, really skinny trees!)

manikus 10-01-2007 10:57 PM

Re: tall walls extended
 
That's what I plan on doing next- a nice looking tree that utilizes the extra space this format allows.

I've already done some roof overhangs that I posted in a screenshot at that other place. ;)

Ziroc 10-01-2007 11:53 PM

Re: tall walls extended
 
Quote:

Originally Posted by manikus (Post 1190803)
Below is Dinonykos extended wall format for the 1024x768 resolution.

Just plug the text in to the config.txt file. (Make sure and adjust the appropriate place that determines max number of wall formats.)

In the guide, red is the default wall area, black is the extended wall area. Light red and black are the second story.


THAT Will come in very handy. I'll make up some walls, and run the sucker at 1024 and see how it looks! You can get some nice detail with that res!!

Ziroc 10-02-2007 12:00 AM

Re: tall walls extended
 
I don't know if a template exists for the GUI, but if one can be made--like a grid or something, it would help out how we can change the view window--make it bigger, etc... (based on the code below)

Code:

//DLD Starting x,y where text messages will be written to
TEXTBOX = 18,328
DEFAULT_MENU_HORZ = 14,460
DEFAULT_MENU_VERT = 200,200
DEFAULT_MENU_TEXTBOX = 200,328
PARTYNAMES = 18,18,275,18
LOCATIONTEXT = 275,280
VERSIONTEXT = 280,301
BIGPICSIZE = 14,16,622,304
TEXTBOX_LINES = 6
 
HORZ_BAR_TOP = 0,0
HORZ_BAR_MIDDLE = 2,309
HORZ_BAR_BOTTOM = 0,444
VERT_BAR_LEFT = 0,0
VERT_BAR_MIDDLE = 258,2
VERT_BAR_RIGHT = 626,0
VIEWPORT_FRAME = 34,40
VIEWPORT_FRAME_SRC = 0,0,204,239
VIEWPORT_FRAME_OFFSET = 417,-19 //in character view
VIEWPORT_RECT = 48,54,224,265
VERT_BAR_LONG = 1,1,13,457
VERT_BAR_SHORT = 21,1,32,323
//VERT_BAR_LONG_2 = 29,1,43,457
HORZ_BAR_LONG = 0,0,636,14
HORZ_BAR_LONG_2 = 0,14,636,28
HORZ_BAR_LONG_3 = 0,28,636,43


Also, are these numbers based on the 640 res or not? just need to understand the grid.

Uatu 10-02-2007 12:08 AM

Re: tall walls extended
 
Roofs... Mmm... That would be nice, too. :) I guess I just want to start making my game someday, so I am thinking that I need a few basic walls to go (stone, wood, cave?), a forest, and water, if I can make it somehow. :)

manikus 10-02-2007 09:26 AM

Re: tall walls extended
 
I'm kind of doing the same. :) I've got all except the growing things... (Water, in my opinion, is best done as a backdrop.)

Right now, I'm working with oak trees, but then I will move on to do a pine forest.

Uatu 10-02-2007 08:35 PM

Re: tall walls extended
 
Any trees will do for me at this point! :) Oak is best, though. Water... arrgh... That's a tough one.

manikus 10-03-2007 12:19 AM

Re: tall walls extended
 
Even with the extended areas, I can't get the fullness that I want. :( I still have a couple of things to try, but it's not going too well at this point.

Uatu 10-03-2007 12:53 AM

Re: tall walls extended
 
Any preview pictures? :P

manikus 10-03-2007 01:39 AM

Re: tall walls extended
 
Not yet, it is far too hideous looking. :D

manikus 10-03-2007 06:03 PM

Re: tall walls extended
 
Quote:

Originally Posted by Ziroc (Post 1190925)
I don't know if a template exists for the GUI, but if one can be made--like a grid or something, it would help out how we can change the view window--make it bigger, etc...

There's not a template right now, b/c the interface is comprised of 3 different graphics (not counting what appears in the viewport of course) or 4 if you are using a background (by default this is not done). However, you can take a screenshot to start with as your base and develop new stuff from there with the help of the config.txt. Also, there is nothing to stop you from loading the horizontal bars, vertical bars, or viewport frame from the same single graphic (I have successfully done this in tests).
Quote:

Originally Posted by Ziroc (Post 1190925)
Also, are these numbers based on the 640 res or not? just need to understand the grid.

These numbers are for the 640 res, the config you want to look at is in the DefaultArt\1024 folder.


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