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-   -   Grid in tilegenerator (http://forum.shrapnelgames.com/showthread.php?t=15083)

henk brouwer April 17th, 2003 05:19 PM

Grid in tilegenerator
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..

Rollo April 17th, 2003 07:06 PM

Re: Grid in tilegenerator
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.


Rollo April 17th, 2003 07:20 PM

Re: Grid in tilegenerator
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.


henk brouwer April 17th, 2003 07:52 PM

Re: Grid in tilegenerator
Classfilegenerator.. don't know that file yet.. I'll check it out.


henk brouwer April 17th, 2003 07:55 PM

Re: Grid in tilegenerator
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/image...s/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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