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editor npcs
Can someone please tell me where i can find Editor NPCs please?
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You mean when you double click an NPC?
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I think he means sand path, etc.
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I've posted some. Let me post mines...
DirtPath - lays a more attractive path. I highly suggest this. SwampTiles - lays swamps... WaterPath - Lays shallow water All of these are great for covering lots of area... but should of course, be gone over manually afterwards. There are probably more out there, but usually they're stuff like lava paths and such... nothing really useful. I used to have one that would detail a level, but you will most likely be scolded for using anything like that. |
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Should be like this...
Attachment 44894 If there's nothing in this list, go to your "Graal\levels\npcs" directory and add editnpcSandPath, which I attached below. Delete the FILENAMECACHE in your Graal directory if it still isn't showing up once you've added this .txt. |
Or does he mean the small outline shaped figure?
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The only one I made was the swamp one... and it isn't that swift. The dirtpath and water path were merely edits of Stefan's sandpath npc. It's pretty complicated stuff, but one day maybe I'll do one for trees or something...
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It would be awesome if there was an EditorNPC Generator. Since I don't know how to explain it I sorta threw something together in the GUI Editor. Then I went on paint and threw some stuff in, I hope this sort of explains my idea.
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Pre-defined tiles actually has a lot more than you think.
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What do you mean?
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No it's not that, I was just suggesting something like that because it would save players a lot of time doing the outlines of like massive cliffs and beaches. Of course you would have to go back and edit them but it would still be a huge time saver, well at least for me it would be.
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Isn't it sort of the same concept as the GUI Generator?You could just make the set of tiles in the window for all the the directions and turns and such and then make it generate the code for the EditorNPC. The picture I made was just so everyone could tell what I was talking about.
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I'm not saying it would just have that information. That was something I threw together in like 2 minutes with the GUI Editor. I really have no clue what options would be needed. I'm just saying that it would be nice if it was a bit easier to make an EditorNPC.
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I didn't say anything about making it in a GUI editor? Did I? I was just saying that it would be nice to have something like that like built into a level maker or an online level maker. I just used the GUI Editor to show an example of what I was talking about.
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It would be possible to do something like that for paths... but that's about it. You can't approach different methods of tiling(trees, cliffs, swamp) with the same script, mainly because of how much they differ. Trees and cliffs tile completely differently, for example.
I doubt a cliffing editor would EVER be done, as I think it'd be impossible to detect what direction you're intending the cliff to face. For example, if I click, and start dragging to the right... how will it know if I want a south face cliff, or a north face cliff? It can't, really. One for trees is a lot more probable... but at the same time, illogical. Graal levels work off of tiles -- 16x16 pixel chunks. Now if I start dragging my mouse trying to draw a patch of trees, 16 pixels down and then suddenly my trees are a tile offset. It would completely ruin the method you're trying to do, as now one set of the trees are a tile lower, and thus will never tile correctly. I don't think it's as convenient as imagined. Paths work simply because they're determined on a tile-by-tile basis(every tile is determined with a path). The swamp editor I made hardly even works for the same reason I mentioned with the tree(instead of being determined by every tile, it's determined by ever 2x2 tiles). Move your mouse a little too fast and suddenly the swamp tiles are offset. edit: I guess the tree thing isn't as illogical as I determined. After a quick second thought, I guess one could 'grid' the level as soon as the mouse is clicked(break the level into 'sectors' the size of the trees, tiled), so that instead of dealing with just the position of the mouse, tiling is determined by the position of the mouse in the new 'grid'. Food for thought. edit2: I thought I'd elaborate a little on my above idea. Simply because I'm bored and it helps me organize my thoughts. I've attached an image to demonstrate. Upon first clicking the mouse, the script would break up the level into a grid, as determined by your mouse position upon clicking. The grid would be every 6 tiles(that's the size of the tileable tree top). Now, whenever your mouse enters another part of the grid, it places a tree top. I figure the tree top is what's most important in this. Tile the tree top, and determine there rest of the tree afterwards. The only problem I have with this is tree tops are not stacked vertically like that, they misalign 3 tiles when a tree is above or below them... that may be easily solved, though. I doubt this helps anyone else much, but it has helped me! |
thanks
Thank you for the help.
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