Map Editor Q&A |
Elrotcehel « Citoyen » 1454155560000
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What is the code map of current event? I want to test in utility ;-; |
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Elrotcehel a dit : quoting mousetat from this thread: Mousetat a dit : |
Elrotcehel « Citoyen » 1454156400000
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It is not exactly the original |
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Elrotcehel a dit : well it doesn't have to be, as long as it's the exact copy of the map, you don't have any problems with testing it, don't you? if i had an official source to it, i would've shown you but that's all i have, so it should suffice. |
Shamousey « Consul » 1454175420000
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Event maps usually can't be loaded like regular maps, so we have to make do with remakes. |
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Is there any tool or convenient way out there to place images with D="" or d="" with a visual reference? |
Jittercritter « Censeur » 1454272920000
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1) How do you create moving grounds? 2) How do you make them so they aren't delete-able by shaman skills? |
Hmiida « Consul » 1454375280000
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where can i find event XML map codes? (adventures too) |
Sarthas « Citoyen » 1454553240000
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Hmiida a dit : ==> Shamousey a dit : I want to make a tribehouse map that is looking like actual house. I made a back wall and floor from colored rectangles and put them on the background layer. Then I added scene items (sofas, table and stuff), however putting it into background layer made them appear under the rectangles (invisible). So I had to change them to foreground layer. And then, when I tested the map, I found out that the mice layer is between background and foreground layers, so mice appear behind foreground layer items. Well, that looks wrong, I want mice to sit on sofas, not behind them. So I have those questions: Is there any way to mice to be drawn over foreground scene items? Is there any way to mix Z values of scene items and Z values of platforms? Or maybe there is some other solution to this problem? (Didn't read manuals that deep) |
Tdpnice « Citoyen » 1454729820000
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how to make an orange ground like this map --> @4499335 |
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Seems like they are just boosters oriented toward some direction. For the left one for example, the AXIS is 0,1, it propels you then horizontally. For the right one (45°), it has a AXIS="1,0" with sure right/down propulsion (Infinity,20). Hope I helped u. |
Tdpnice « Citoyen » 1454852220000
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i think so, but when i debug this map i saw it just need one ground to make that glitch |
Ronney 1454885160000
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[Modéré par Dracoleaf, raison : Off-topic] |
Plague 1455020160000
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[Modéré par Nanjxyz, raison : Request] |
Winterflurry « Citoyen » 1455077820000
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How can you create moving/non moving art maps? |
Silverraven « Citoyen » 1455082380000
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winterflurry a dit : art done in viprins usually, though some like to use map editor to do that. This link shows you to make art move |
Angelgps « Citoyen » 1455101160000
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Just a Question, how do you make the viprin walk-able? I've seen a thread about how to do it, but can't seem to find it. ~Angel |
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You have to manually put grounds behind the art directly in the editor. |
Angelgps « Citoyen » 1455141060000
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How do you do that? Is there like a tool to do it? So i can make the viprin see through and put the grounds? ~Angel |
Silverraven « Citoyen » 1455143160000
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angelgps a dit : When you make the art in viprin and then copy and paste the code from there into the map editor, it won't show in the preview but the art is there. To check, you click "validate this map". One of the ways to place grounds behind the art is to place a ground where you think the art is and then constantly validate (compare the x and y values of the viprin to the x and y of the ground in map editor gives you a good approximation). This is one of the methods, and it is one that I use. Another way that other people use is to actually place all the grounds in map editor first and then draw the artwork in viprin. Once the artwork is done, they just add the code into the existing code from map editor (so this will require some messing with the xml coding). **Just a note in case you dont know this, map editor grounds will take precedence over viprin grounds (will show over). You can make viprin work set to foreground in the viprin site if you want it to show above map editor grounds. And viprin artwork will always cover props/mice stuff from map editor. |