cedox Report post Posted August 30, 2005 (edited) EDIT: Updated. Flickering should be removed now. Stage 1 completed. Asking for appraisal. Contains waterbanks, 2D tiles and height. Not sure how water walking height was to be done so I just made water height 0. Map at:a1testi2.elm Am I allowed to continue to next step or should I fix something like water for example. - cedox Edited August 30, 2005 by cedox Share this post Link to post Share on other sites
Sistema Report post Posted August 30, 2005 (edited) very nicely done, grats! =] everything looks fine, just a few 2do flickerings you should look out for. also, the part which crosses through the water to reach the small island, the heightmap should be lowered one or two heights.... other than that, looking great keep it up! EDIT: the best way to see if you have any 2do flickerings in your map is to disable the 3do & tile & heighmap visibility, zoom close up, no no tooo close, and fine-rotate the camera (shift+home/end).. Edited August 30, 2005 by sisteMa` Share this post Link to post Share on other sites
cedox Report post Posted August 30, 2005 (edited) very nicely done, grats! =] Thanks Didn't notice those flickerings myself.. gotta tetracheck it again. Lowering the water walk height also. Continuing onto 3D decorations. EDIT: I couldn't get test server set up and can't find any flickerings in map editor. What should [TAB] key do in map maker? It doesn't anything for me. - Cedox Edited August 30, 2005 by cedox Share this post Link to post Share on other sites
Sistema Report post Posted August 30, 2005 enable the heightmap view and press [Tab], it toggles the heights, one makes them just flat on the floor, the other takes the heightmap tile to the specific height..... try rotating while having a pretty high tile and toggling, you'll see what I mean. Share this post Link to post Share on other sites
Kedan Report post Posted August 30, 2005 TAB when in hieght mode changes the tiles from ground level to actual hight and back again, apart from that i dont belive it does anything Share this post Link to post Share on other sites
cedox Report post Posted August 30, 2005 TAB when in hieght mode changes the tiles from ground level to actual hight and back again, apart from that i dont belive it does anything 192006[/snapback] Hmm okay thanks. And I also finally found out how to check flickering. It's again LEFT shift (right shift didn't work for lowering and rising the 2D tiles either) - cedox Share this post Link to post Share on other sites
70347 Report post Posted August 30, 2005 Hmm okay thanks. And I also finally found out how to check flickering. It's again LEFT shift (right shift didn't work for lowering and rising the 2D tiles either) - cedox 192008[/snapback] Right shift works for me. Maybe you should get a newer version of the editor. Share this post Link to post Share on other sites
Sistema Report post Posted August 30, 2005 you might need 'Num Lock' on.... Share this post Link to post Share on other sites
cedox Report post Posted August 30, 2005 you might need 'Num Lock' on.... 192031[/snapback] Right! Thank you for this. So much easier. - Cedox Share this post Link to post Share on other sites
cedox Report post Posted August 30, 2005 Stage 2: 3D objects :axeman_rune: Added the fun stuff. I couldn't find out how to make a cave door nor how to link any existing door to another map. Here are the images and the link to the map file: a1testi3.elm Share this post Link to post Share on other sites
Daxon Report post Posted August 30, 2005 Well Cedox, you don't necessarily have to have a portal on a test map.. Share this post Link to post Share on other sites
cedox Report post Posted August 30, 2005 Well Cedox, you don't necessarily have to have a portal on a test map.. 192091[/snapback] Of course I would! I also necessarily want dragons there and flying ships and 32-bit colors and real life gold coin automat and... er. Well maybe not, but I guess it would be good to know how to do it Or is it again server sided stuff. Anyway I should know does it need to be certain object where the doorway is put or is there some invisible place or cube that is used for door. Also note the island ain't quite ready yet, thought I'd need to add quite a lot of vegetation to make it look decent. But it's soon bedtime and no time nor will now for such a tedious work. - cedox Share this post Link to post Share on other sites
Daxon Report post Posted August 30, 2005 Portals are also 3d objects. Programming the portal where to go is in the .def file (which you don't have to write for a test map) Share this post Link to post Share on other sites
MikeH Report post Posted August 30, 2005 looks good to me, and alot like my test map i sent in to become a mapmaker =P and maybe we should have some .def testing for new mapmakers, cuz they are confusing as hell >< Share this post Link to post Share on other sites
Daxon Report post Posted August 30, 2005 looks good to me, and alot like my test map i sent in to become a mapmaker =P and maybe we should have some .def testing for new mapmakers, cuz they are confusing as hell >< 192094[/snapback] I don't think they are. They just require one helluva good memory to remember coordinates long enough to write down, or you waste time going back and checking the numbers again. I think that one is the harder problem. That and the fact that .def files are just.. long. :mellow: Share this post Link to post Share on other sites
Roja Report post Posted August 30, 2005 The map is good enough, you don't need to do/show more. Just send me a pm if you'd like to become a true mapmaker, and you can pick out a real game map Share this post Link to post Share on other sites