Guys, how do I activate it?:confused:
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
New here? I'm Roha — want a quick tour?
Guys, how do I activate it?:confused:
The coordinates of the blocked cells should be specified relative to the arena marker, not the map's origin. For example, if the marker is set to 40;50, and the blocked cell is at 44;47, then its coordinates will be 4;3.
dds -- direct draw surface, this is a graphics format. It can be processed with the free paint.net or Photoshop with a special plugin. When saving, pay attention to the format, as there are several (DXT1, DXT3, as well as various TF8888).
Hello everyone! I have a question for you: how do I create a transition from one surface to another? See the picture.
I don't understand what's wrong. I specified the coordinates relative to the mountpoint. But creatures are still passing through trees.
Moreover, 4 other cells became impassable instead of the four required ones.
By morning, the issue was partially resolved. I forced the computer to recognize the necessary cells as blocked, although by trial and error. The mountpoint was set at 30,41. The necessary cells had coordinates 36,38; 37,38; 36,37; 37,37. Logically, the blocked cells should have been (counting from the mountpoint): 6,3; 7,3; 6,4; 7,4. However, to achieve the result, I had to mark completely different cells as blocked: 8,8; 8,9; 9,8; 9,9. It is unclear why.
Use the ramp tool to draw from a high surface to a low one.
Transition.
I made a mistake; I'm correcting it. Obstacles have their own coordinate system. Here is the diagram:
1) Tga is the source file, likely located on the developers' computer. We don't need a link to it.
2) We create a link. Usually, the image is placed in the same folder as the xdb file, and the link is shortened to href="filename.dds".
3) Type - usually set to REGULAR; I don't know what it affects, but regular textures usually look better.
ConversionType - affects the texture's transparency; since ours doesn't have any, we'll leave it as is, usually CONVERT_TRANSPARENT.
AddrType - CLAMP
Format - in this case, TF_DXT1
Set the width and height.
IsDxt - true, because it's DXT1
InstantLoad - true, so it loads immediately.
The rest doesn't concern us, as it's used when exporting through the editor.
I tried to configure it as you suggested. Instead of a preview, something went wrong. The screenshot is attached. However, this happens only if you set the Type to TEXTURE_2D. If you set it to REGULAR, the game crashes when selecting the arena. I'm attaching the arena itself, hoping you'll find a moment to write all the lines correctly in the xdb file, and I can learn from your example. Or, perhaps, you'll discover another error.