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Posts from Current questions and answers regarding the map editor.
Thanks, at least I can do it this way. Another question: is it possible to copy objects on the map to create multiple instances of the same object? For example, if I need to place 3 buildings of the same type on the map, and one is already placed, can I simply copy it instead of searching for it again?
Added 1 minute ago
RedHeavenHero, I don't have it :(
Added 3 minutes ago
I remembered how to copy, the old reliable Ctrl+C and Ctrl+V :D
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.
I don't understand what's wrong. I set the coordinates relative to the mountpoint. But creatures are still passing through the 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 correct cells as blocked, although by trial and error. The mountpoint was set to 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's unclear why.
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).
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.
I made a mistake, I am correcting it. Obstacles have their own coordinate origin. Here is the diagram:
I made a mistake; I'm correcting it. Obstacles have their own coordinate system. Here is the diagram:
This is a very useful diagram: it clearly shows what's what. Thank you so much.
Now, to complete everything, I need to create previews for my arenas, but there are several problems with this. I installed paint.net to create an image in DDS format. But it remains unclear what should be written in the XDB file. As an example, I took the XDB file from abyss.
1) The first thing is clear: the link to the TGA. But at this address, I didn't find any TGA files. Moreover, there isn't even a DM_wait folder in the UI folder for some reason. 2) Second: the link to the DDS. 3) And all other items, except width and height, require explanation. You suggested saving DDS in DXT1 format without mipmaps. But here, a certain TF_8888 format is specified, and there is 1. What does this mean? If I save it in the format you suggested, how should I write it? 0 and DXT1? Or should there be an underscore before the 1 in DXT_1? I hope for explanations of all points in the XDB file)
1) Tga - this is the source file, likely located on the developers' computer. We don't need the link. 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 transparency of the texture; since ours doesn't have any, we 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.
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 setting it up as you suggested. Instead of a preview, something is wrong. The screenshot is attached. However, this happens if you set 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 find another error.
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.
Here are the xdb and dds files in the archive. And I had to slightly increase the texture size to 240x180, adding empty areas to the right and bottom of it, so that it would load correctly.