.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

winSPWW2- Save $6.00
World Supremacy- Save $8.00

   







Go Back   .com.unity Forums > Shrapnel Community > The Honorably Discharged > Dungeon Odyssey

Reply
 
Thread Tools Display Modes
  #1  
Old April 17th, 2003, 05:19 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default 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..
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
  #2  
Old April 17th, 2003, 07:06 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default 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
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #3  
Old April 17th, 2003, 07:20 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default 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.

Rollo
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #4  
Old April 17th, 2003, 07:52 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default Re: Grid in tilegenerator

Classfilegenerator.. don't know that file yet.. I'll check it out.

thanks!
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
  #5  
Old April 17th, 2003, 07:55 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default 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

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 ]
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:25 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2018, Shrapnel Games, Inc. - All Rights Reserved.