Author Topic: Tileset tutorial  (Read 404 times)

Legacy_Nevercallmebyname

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Tileset tutorial
« Reply #15 on: July 28, 2013, 10:34:45 pm »


               Hell my maps are usualy prety level at the edge of the map so if that's what the problem is then I'll just take it.

(that is what you meant right?)
               
               

               


                     Modifié par Nevercallmebyname, 28 juillet 2013 - 09:35 .
                     
                  


            

Legacy_s e n

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Tileset tutorial
« Reply #16 on: July 28, 2013, 11:39:20 pm »


               no i mean the engine doesnt allow to use multiple raise entries fore the specific tileset ****edge.2da, so if you put multiple raise tiles at the borders of your area, you will get those edge tiles (the ones that appear only in game, to be clear) not showing or mismatching. a workaround can be to create a crosser that emulates the behaviour of those specific edge tiles. havent tried, but should work. just additional work
               
               

               
            

Legacy_Nevercallmebyname

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Tileset tutorial
« Reply #17 on: July 29, 2013, 12:29:44 am »


               That's what I thought you meant. Well Crosser tiles wouldnt be such a bad thing. Reverting the edges back to what the game can replicate with edge tiles doesnt destroy the rest of the map and most good areas will only have two small areas where you can see the edge tiles anyway. I cant try them out right away but I'll tell you what I think and show you how I've used them.