Thread: Tileset
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Old 07-29-2002, 11:09 AM
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Quote:
Originally posted by davidpsy
ok here is the donaldshimoda guide to useing addtiledef.
first you must understand a tile is 16 pictules by 16 pictules
and once you make a tile you can add it one to graal in a way less lagy way like useing it as a npc. there is a thing called addtiledef now in graal level editing there is a big menue of tiles to use now what addtiledef2 does is it takes a tile and covers it over any tile on that menue a easy way to do this is put a npc in the level you want lets say this level is named newtiles now put a npc in your level and put the following script in it
if (playerenters){addtiledef2 nameoftile.gif,newtiles,0,0;}
its realy hard to guess where to put the tile so to make it easy i just copy pics1.png and add what ever i want this way i can control wich tile is ground and wich is not wich ones the player can walk on and wich he can not now your probly wondering why the nameoftile.gif and the newtiles and the 0,0 thing ok ill ecplain that first copy pics1.png and add what ever you want then lets say you name it pics to the script would be addtiledef2 pics2.gif,newtiles,0,0;} but why the newtiles thing ok well lets say you just put new rather then newtile that would make all the levels with the word new have that tile in the tile menu but this can be good for like makeing a server when you want to have all the levels in your server have this new tile set but if you just want one level to have it just put the name of the level with out the .nw or .graal ok so you understand that now for the 0,0 thing
well thats the y and x of where the tile will be put on the menue this is why i copy pics1 because i can just cover the whole thing over and have what i wanted added added so now you understand addtiledef your welcome also if you added something you dident want to add just get rid of all the words in this file tiledefsoffline.txt
*left eye twitches* omg *shakes a little* what the *EXPLODES*
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