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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 |
He has just added an improved version of his backdrop grid to the same thread.
Good stuff. :D |
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.)
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Re: tall walls extended
Yeah, I've tried reaching it a few times, and get nothing...
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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 |
Re: tall walls extended
Cool, thanks, Manikus! Will take a look at these at home...
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Re: tall walls extended
I forgot to mention that these were for the 640x480 resolution.
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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. |
Re: tall walls extended
Uh oh... The first file, I noticed, is a classes config file... Where is the resolutions/walls file? (Sorry...)
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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!)
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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. ;) |
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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!! |
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 Also, are these numbers based on the 640 res or not? just need to understand the grid. |
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. :)
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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. |
Re: tall walls extended
Any trees will do for me at this point! :) Oak is best, though. Water... arrgh... That's a tough one.
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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.
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Re: tall walls extended
Any preview pictures? :P
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Re: tall walls extended
Not yet, it is far too hideous looking. :D
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