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Kingdom Tile Sets?
How do I get the kingdoms terrain to properly load up into the level editor?
I've recieved snippets of coding to use, and the nearest I've gotten so far is a 1/2 shift which showed proper elevations and a 3-d terrain, but with a puzzle like mix of actual classic tiles. Also, the effect is only true on the original map peice I downloaded (which I never did anything to), but the effect refuses to carry over into a test version of the same file. Even when I open up the original file (with the partially done tileset change) and 'save as' to the test file it flashes back to the monotonous classic green grass background as it saves. Can someone explain the process in a clear, concise, and COMPLETE way? |
Copy the tiledefs from levels/tiledefs/tiledefsGraal%032Kingdoms.txt or so to tiledefsOffline.txt, and also add main.gmap, dustari.gmap etc. to loadgmaps.txt in the Graal folder, that should be all.
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Hocus pocus, abracadabra, let the mighty word of Stefan reign supreme!
*clicks* IT WORKS! viele danke. |
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.... It worked wonderfull, I closed the editor. Came back an hour later, didn't change any of the files, and now it won't display the proper tile sets again.
Eh, something changed the .txt back to its original and I had to re-copy paste some stuff. Second issue. Which files do I have to manipulate in order for the editor to recognize kingdoms NPC's? |
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