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#11 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
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Okay, then I post the template (incl. grid) for 640x480 resolution:
![]() The yellow parts of the grid mark where a "normal" wall should be placed.
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#12 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
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Thanks for reposting this, Dininykos.
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#13 |
Symbol of Cyric
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I have a special grid for floors, but I have to change to another computer to post it...
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#14 |
Jack Burton
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I believe I already have that...assuming that you mean this one.
![]() This is another excellent resource that I find indespensible. ![]() |
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#15 |
Symbol of Cyric
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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
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#16 |
Jack Burton
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You are pardoned.
![]() 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. Last edited by manikus; 10-06-2008 at 04:12 PM. |
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#17 | |||
Symbol of Cyric
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![]() 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... ![]() Quote:
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#18 |
Horus - Egyptian Sky God
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Wow, that's a nice template!
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#19 | |
Symbol of Cyric
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![]() Quote:
![]() 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!
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#20 |
Symbol of Cyric
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These examples illustrate the advantage quite good:
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