View Full Version : Grid in tilegenerator
April 17th, 2003, 05:19 PM
Is there any way too turn of the blue grid in the tilegenerator? I've made a couple of new terrainelements, and it's hard to see wether the tiles match correctly with all the blue lines..
April 17th, 2003, 07:06 PM
I am not aware of such an option. I always create the tiles and stick them into the xxxx_tiles.txt. Then I use '-mapgen' to check out how they look and if the connections work alright.
April 17th, 2003, 07:20 PM
hmm, could be that I understood wrong. Not entirly sure what you are talking about.
Just in case: if mean using new graphics and check out how they work together with other ones to make new terrains, I found the ClassFileGenerator pretty handy.
April 17th, 2003, 07:52 PM
Classfilegenerator.. don't know that file yet.. I'll check it out.
April 17th, 2003, 07:55 PM
Aaack!! that's what you get for not reading the manual carefully, I've spend a couple of hours typing stuff manually into the terraintextfiles, when I could have used that classfilegenerator program http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
What I meant with the original question is that it is hard to see in the tilegenerator how adjacent terrains in a tile blend into eachother because of the blue lines, but I guess I could open up the game itself to check that, a turn grid of option in the tilegenerator would be nice though.
[ April 17, 2003, 19:16: Message edited by: henk brouwer ]
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