Thread: Quest Editor
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Old 02-15-2001, 11:54 PM   #2
Gadzooks
Elite Waterdeep Guard
 

Join Date: March 4, 2001
Location: St. Petersburg, FL - USA
Posts: 40
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My apologies in advance for not knowing what you've tried. I banged my head on this till I found some very obscure information.

1) Did you really study the pizza example? not only do you need a TGA file (24 bit color image in some multiple of 46x46 pixels), but also a mesh (you'll need a 3d drawing tool to create the mesh - a 3-d line drawing of your object - Most games use the triangle method for the mesh - triangles exist on only 1 plain, and any surface can be approximated to a collection of triangles - convenient for shading and ambient light calculations of ray trace and radiation light models). Meshes need to be stored in a particular directory (see the tutorial for the example).

NOTE: You'll not really see your created object correctly in the quest editor (you get the 2d version, oh well), only in the gen'ed game. Don't forget to run the utility makeo3d (I think that's the name - it's in chapter 5 of the quest editor tutorial). This takes your image (tga file) and the custom mesh and creates the displayed version of the object in the game.

NOTE: Please pay special attention to the transparency information. Objects that don't follow the model precisely can "disappear" in the game (they become so transparent that nothing can see them). Or conversely, they can be seen all the time - even through walls. (Fun to experiment with)

NOTE: Sprites seem to be linked to inventory blocks , so don't get them too big. Otherwise, you won't be able to pick them up in the game.

NOTE: When I played with the quest editor, I had to study the journey in Uma source files extensively (especially to figure out how teleport pads worked).

Hope this info helps. I used the Micrografx designer (photo editor and 3D draw tool to make objects).

Let me know if you need more info
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