tiles
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suicdman

I know I have asked a lot of questions on this forum and I am sorry if I have annoyed anyone. I have a problem with the transparency of the tiles. In verge 1 if you have a layer 2 tile then when walk over it it looks like it is above you. I want my character to walk under the tile and make it look like he is being hidden by it. Can you understand this? Thanks!



Posted on 2001-10-27 08:38:38

CypherAlmasy

I'm not quite sure what you're asking here. Are you saying that you're problem is the tile is transparent and you don't want it to be, or that the 2nd layer is drawn under the entities? Or am I wrong on both counts?

CypherAlmasy



"If any of you step out of line, I'll promise to kill you in the name of T.G. Cid too. I'm watching you. Especially you over there, elfy." -Orlandu

Posted on 2001-10-28 17:49:00

suicdman

My question is that when you place a tile and you want it to look like you character is actually under it. This is hard to explain so please bear with me. I want when my caracter walks under a tree to make it look like the tree is above him. Or I have some clouds on my map and when I walk over them I walf on top of them. I want to change this so that my character walks under it. It's hard to explain.



Posted on 2001-10-28 20:11:01

JL

I haven't played with MapEd much, but I think you need to change your renderstring (under map properties) to "1E2" or something similar.



--- I am a frontrunning eltist.

Posted on 2001-10-28 20:40:47

invicticide

You're using V1, right? (If not, post to that effect and I'll amend my instructions as necessary.)

It sounds to me like you want your entity to be drawn *under* the tree when he walks behind it, and *over* the tree when he walks in front of it, right?

Well, here's the quick [obvious] rundown of V1 layers, to start. Layer 1 is the background, and is drawn *under* entities. You put floors and such on this layer. Layer 2 is the foreground, and is drawn *over* entities. You would put clouds, treetops, overhead walkways, and crap like that on this layer.

Okay, so here's how you do something like a tree.

Say your tree is 2w x 3h tiles. The bottom row (2 tiles) will be the "stump" of the tree, and should be on Layer 1 (the background). Now, when entities walk under it, they will be drawn *over* the bottom of the tree. No problem.

Now, the top two rows (4 tiles, 2w x 2h) which will be the branches and leaves of the tree, should be on Layer 2 (the foreground). Now, when entities walk behind the tree, they will be drawn *under* the leaves and branches.

Finally, obstruct the bottom two tiles. It looks like this (pardon my crappy ASCII):

2 2
2 2
1 1

2 = Foreground, 1 = Background

I hope I answered your question correctly. If not, post again and I'll take another shot at it :)

That is all.

--invicticide

P.S. If you're trying to make a *single* tile that you can be on top of when below it but behind when above it (like a fence), well, you can't do that. Obstructions can only be set on a full tile. (For the record, some very complex VC can solve this problem.)




Map artists, programmers, and MOD trackers, email invicticide@yahoo.com to get in on the greatest RPG project of all time! WE WANT TALENT!!! (This project is no longer in Verge, but your help is still welcome!) http://www.angelfire.com/rpg/invic

Posted on 2001-10-28 22:16:20

grenideer

Questions are fine, but it's better to use the help discussion board, not the general one, for these.



Posted on 2001-10-28 22:50:36

suicdman

I am using WinMapped 2.7. sorry that I didn't mention that before.



Posted on 2001-10-29 14:37:51

invicticide

Well, I'm not too familiar with 2.7, but basically, you just have to set up the layers correctly (i.e. layers after the "E" in the render string are drawn on top of entities, while layers before the "E" are drawn below).

The only other problem I can think you might be having would be with the alpha channel. If your foreground layers aren't being transparent where you want and are instead covering up everything, you might have to set up the alpha channel on each tile. I don't know how this works in 2.7 VSPs, however :(

If you have Photoshop, I can walk you through creating and defining an alpha channel (it's really simple) but I don't know of any other paint programs that can do it (maybe PSP but I never use it anymore so I don't know).

Sorry I couldn't be of more help.

That is all.

--invicticide




Map artists, programmers, and MOD trackers, email invicticide@yahoo.com to get in on the greatest RPG project of all time! WE WANT TALENT!!! (This project is no longer in Verge, but your help is still welcome!) http://www.angelfire.com/rpg/invic

Posted on 2001-10-29 19:54:19


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