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  #16  
Old 01-14-2005, 08:43 PM
Shaun Shaun is offline
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Quote:
Originally Posted by Stefan
With weapon script i mean you would need to put the scripting command to set the tile types in a weapon script because it would need to be done on clientside.
I'm still uncertain by what you mean with weapon script. NPCW? When you mention clientside, I become nervous, because I haven't scripted anything using any stuff added since around 1.34.

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Originally Posted by Stefan
What is the problem with the new tileset formats exactly?
There are only 2 tileset formats if I understand correctly. The newer one, addtiledef _,_,1; , is inadequately explained (the tileset templates on the forums are partially incorrect I discovered), as well, it would allow developement teams to have greater organization possibilities and flexibility with tilesets.
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  #17  
Old 01-18-2005, 09:45 AM
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Quote:
Originally Posted by Shaun
I'm still uncertain by what you mean with weapon script. NPCW? When you mention clientside, I become nervous, because I haven't scripted anything using any stuff added since around 1.34.
He means that if you wanted to redefine the tileset yourself it would need to be in a "NPC weapon" in the players inventory with arrays defining every single tile which would be a pain.


Quote:
Originally Posted by Shaun
There are only 2 tileset formats if I understand correctly. The newer one, addtiledef _,_,1; , is inadequately explained (the tileset templates on the forums are partially incorrect I discovered), as well, it would allow developement teams to have greater organization possibilities and flexibility with tilesets.
I thought they where explained adequately just no realy good template for it.
Its simple giant blocks of tiles defined for 1 purpose. One section for chairs , one for water tiles , ect...
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  #18  
Old 01-18-2005, 05:18 PM
Shaun Shaun is offline
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Quote:
Originally Posted by TB3
He means that if you wanted to redefine the tileset yourself it would need to be in a "NPC weapon" in the players inventory with arrays defining every single tile which would be a pain.
So an NPCW.

Quote:
Originally Posted by TB3
I thought they where explained adequately just no realy good template for it.
Its simple giant blocks of tiles defined for 1 purpose. One section for chairs , one for water tiles , ect...
The templates/definitions that are up though, they are less than 100% accurate.
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  #19  
Old 03-12-2005, 08:42 AM
calani calani is offline
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Is there any way I may get a copy of the new tileset format?
I'm making several tilesets for a major event coming up, and the only way I'm going to be able to is if I get the layout of the tiles.. trial and error would not be very fun.
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  #20  
Old 03-12-2005, 08:45 AM
Evil_Trunks Evil_Trunks is offline
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Quote:
Originally Posted by calani
Is there any way I may get a copy of the new tileset format?
I'm making several tilesets for a major event coming up, and the only way I'm going to be able to is if I get the layout of the tiles.. trial and error would not be very fun.
searching works.... :o

http://forums.graalonline.com/forums...leset+template
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  #21  
Old 03-12-2005, 08:51 AM
calani calani is offline
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This is the most relevant thread I had found >.>
Anyways, thanks for your find... greatly appreciated =]
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  #22  
Old 03-15-2005, 11:22 PM
jake13jake jake13jake is offline
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I always have liked the idea of template images controlling the tileset, but only if the server could read them. And if template images are too bad, a template reader that could convert the image template into an array would probably be just as effective. Then one could set the array in a serverside weapon and whoopdiddeedoo!!! everyone is happy!

Although I don't know enough to say that this would actually work.
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