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More Tiles in MapEditor
#1
Author: grimsk8ter11
Difficulty: 1/5
See Also: http://www.key2heaven.net/ms/forums/viewtopic.php?t=797

:: CLIENT SIDE ::

In modGameLogic, find:
Code:
Public Sub EditorInit()
Change:
Code:
.Height = 255 * PIC_Y
To:
Code:
.Height = 500 * PIC_Y
Now, in frmMirage, click on the scrollbar that you use to navigate your tileset. On properties you will see:
Code:
Max: 255
Just change that to:
Code:
Max: 500
That's all!
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#2
Sorry for the necropost but this has been bugging me.

No matter what number I put before the * PIC_Y, it stops at a certain point, and just displays black, as though there is another maximum somewhere.

Have I missed something, do I need to define the height of my Tiles.bmp somewhere?
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#3
Re do the tutorial , or reopen your project and do it again. that should work unless there is another bit to the tutorial which I doubt.
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#4
Jack Wrote:Re do the tutorial , or reopen your project and do it again. that should work unless there is another bit to the tutorial which I doubt.

What would re-opening your project do?

Anyway, if your tileset is huge, it might have reached a pre-defined limit in memory. Or you've just done the tutorial wrong, or set the height of the picture box too small.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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#5
Kind of hard to do the tutorial wrong :roll:

Any way of changing that pre-defined limit?
Or would that be stupid and make the whole thing slow to a crawl?
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#6
Or just use multiple tilesets. I have 50, tiny tilesets which take up about 1.44mb each. Each map can only have one tileset, but they're complete enough to make some fantastic maps with them.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#7
I assume that would optimize the map editor loading greatly, and also make mapping easier, being able to group tiles around themes (woodland, mountain, snowy etc.).

Could you give me any pointers on how I would do it?
I suppose I could just basically replicate the existing code, but I'm not entirely sure about assinging it to maps.
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#8
Acruno Wrote:I assume that would optimize the map editor loading greatly, and also make mapping easier, being able to group tiles around themes (woodland, mountain, snowy etc.).

Could you give me any pointers on how I would do it?
I suppose I could just basically replicate the existing code, but I'm not entirely sure about assinging it to maps.

Wow. Either do one of two things.

Download the current RC for MSE3 and rip the code..

Or save the tileset number to the map and load based on that.
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#9
Thanks Perfekt, I'll attempt to code it myself, and upon failing, will rip it :roll:
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#10
It could just be that it is 1:30AM, but I cannot get my head round the Mod DirectX optimisations in MS2.44 so I am now asking directly for help. :oops:

Anyone?
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#11
Go to sleep, have another look in the morning. Or go post in the 2.44 thread, rather than this thread.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply


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