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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
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3 years ago
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Has anyone on the forum managed to run the map editor properly on Linux? Because on the Steam Deck, the window with the map itself keeps flickering, making it impossible to work.
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3 years ago
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Hi! So, I created a video and encountered a problem – most of the dialogue scenes have some buggy camera angles (if they are camera-related); the cameras shake up and down. Is there a way to fix this, or will I have to re-edit the cameras themselves?
In reply to Азгалор
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3 years ago
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Hello everyone! I need some advice. Why, when I create a new object, copy the properties of a bridge, and create a bridge, can I run across it, but... why does the hero run as if inside the bridge? P.S. I've heard that this is a common problem, so I hope someone can help me.
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3 years ago
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Because there’s some amazing property there – AIGeometry (you can click on the toolbar and select “Show AI Geometry” to see what the hero will walk on). Unfortunately, as far as I remember from my last attempts, even making the texture completely transparent on the original model didn’t work.
In reply to BlueHeavenHero
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3 years ago
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BlueHeavenHero
Hello everyone! I need some advice. Why, when I create a new object, copy the properties of a bridge, and build a bridge, I can run across it, but... why does the hero run as if inside the bridge?
P.S. I've heard that this is a common problem, so I hope someone can help me.
Problem with the landscape. Align the landscape to the standard at the coordinates of the bridge blocks (using Zero, I think) and check if the bridge model has been corrected using AI Geometry (each time selecting the bridge itself). In general, I've had bridges break even if the landscape was uneven in another place... So, test by resetting the tiles to the standard value to identify the bugged position.
In reply to }{0TT@6bI4
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3 years ago
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}{0TT@6bI4
Because there is some remarkable property there — AIGeometry (you can click on the toolbar Show AI Geometry to see what the hero will walk on). Unfortunately, as far as I remember my last attempts, even erasing the texture to transparent on the original model did not work.
I clicked Show AI Geometry, and it is the same for both a regular bridge and a custom one.

Added after 47 seconds
Azgalor
The problem is with the landscape. Align the landscape to the standard (through Zero, I think) at the coordinates of the bridge blocks and check through AI Geometry (each time highlighting the bridge itself) whether the bridge model has been fixed. In general, I had cases where the bridge broke even if the landscape was uneven in another place... In general, test by resetting the cells to the standard value to catch the bugged position.
There, where the bridge stands, everything is level; I did not create the landscape there.
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3 years ago
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Are the Passable and BlockTiles settings the same as in the original game?
In reply to }{0TT@6bI4
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3 years ago
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}{0TT@6bI4
Are the Passable and BlockTiles settings the same as in the original?
Yes.
I took the Tieru Rock, created a new StandShared, took the bridge, and completely copied its properties to the new Stand bridge. Then I added transitions and states.
Below: On the left is a fragment of the regular bridge, and on the right is the custom bridge.
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In reply to BlueHeavenHero
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3 years ago
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Thank you for your help! Although I didn't use your methods, I decided to do it differently. I took a snow bridge, removed the texture, and voilà – now I can easily walk across the custom bridge.
In reply to Олегарх
3 years ago
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Could you please advise on how to make the editor recognize Object Links for custom objects that are located in the map's folder? Manually writing them is quite tedious.
In reply to }{0TT@6bI4
3 years ago
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}{0TT@6bI4
/topic/15328/

Thanks, I meant something else.
I'm talking about these windows:

That is, when I create my own icon, it is visible until I restart the editor. After restarting, I have to enter the path manually.

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3 years ago
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Then you need to work outside the map.
Configure the advanced map editor, set up the desired table (Google can help), go to Resource=>Close MOD to save the changes to the game's root directory, or Resource=>Unpack MOD to unpack the map and create files there.

All paths are stored in the index.bin file, and when working through the map, it is cleared each time it is opened.
3 years ago
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Good morning, is it possible to use scripts to achieve the following: When a specific hero enters a zone, the game advances by, say, one week? Is there a command that allows you to change the day, week, or month?
In reply to }{0TT@6bI4
3 years ago
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}{0TT@6bI4
Then you need to work outside the map.
Configure the advanced map editor, configure the desired table (Google will help), go to Resource=>Close MOD so that the changes are saved to the root of the game, or Resource=>Unpack MOD to unpack the map and create it there.

All paths are stored in the index.bin file, and when working through the map, it is cleared each time it is opened.

Thank you, I understand - it's an unnecessary effort. It's easier to copy and paste the path.


Added 3 minutes ago
Could you tell me where to find a list of tags that are available for text displayed in a MessageBox? I've seen it somewhere before, but I can't find it again, and I only remember h1, etc.

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