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« ‹ 260 / 272 › »
Map Editor Q&A
Ghjxpain
« Citoyen »
1534356120000
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#5181
  0
Hello, I want a ground to appear, disappear, appear, disappear... etc
at the same exact spot.
I don't mind if the mech is ugly as I plan on setting it off-screen.
Like I want it to alternate.. I was thinking of some sort of booster ground. However it appearing and disappearing needs to be almost instant.
Sherr
« Censeur »
1534386960000
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#5182
  0
Ghjxpain a dit :
Hello, I want a ground to appear, disappear, appear, disappear... etc
at the same exact spot.
I don't mind if the mech is ugly as I plan on setting it off-screen.
Like I want it to alternate.. I was thinking of some sort of booster ground. However it appearing and disappearing needs to be almost instant.

Would simply making a booster ground move up and down work?

You can make a ground disappear + appear using these kind of buttons, but that means it will have to periodically be pressed/released, and may also not link well with boosters
Syrius
« Consul »
1534412700000
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#5183
  0
What's leve/anti-leve?
Perfecteca
« Sénateur »
1534967820000
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#5184
  0
Do you know what Y coordinates do the shaman objects disappear at?
Censere
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1534970160000
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#5185
  0
Perfecteca a dit :
Do you know what Y coordinates do the shaman objects disappear at?

I ran some tests on this a year ago and from what I found at the time, it appears to change with the map length, so there's no solid way to determine this for all maps.

I could be wrong though, if you wanted to test it yourself you could just set a map to have high wind towards the right side of the map, then place grounds further and further out on the right side of the map and see when the shaman objects start to disappear before hitting the grounds. You should be able to determine a specific Y-coord from there.

Dernière modification le 1534970340000
Anotherbob2
« Citoyen »
1535301960000
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#5186
  0
How do I make multiple sticky grounds?
Hiimanto
« Citoyen »
1536248400000
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#5187
  0
Hello there! I am a beginner mapmaker and I just learned how treadmills are made. I figured out how to make a treadmill, but when I try to make more the map just breaks off. Anyone knows how can I make more of them?
Ace
« Consul »
1536260640000
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#5188
  0
Hiimanto a dit :
Hello there! I am a beginner mapmaker and I just learned how treadmills are made. I figured out how to make a treadmill, but when I try to make more the map just breaks off. Anyone knows how can I make more of them?

Maybe here X
Hiimanto
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1536313620000
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#5189
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Syc a dit :
Hiimanto a dit :
Hello there! I am a beginner mapmaker and I just learned how treadmills are made. I figured out how to make a treadmill, but when I try to make more the map just breaks off. Anyone knows how can I make more of them?

Maybe here X

This tutorial helped me learn how to make one, but wasn't so helpful. Still don't know how to make multiple treadmills:/
Vintage
« Consul »
1536314460000
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#5190
  0
If you would like a second treadmill based on that tutorial you just have to copy the joint tags and change the M2 to the second ground.

For example
<L> <JP AXIS="1,0" M1="0" M2="1" MV="Infinity,-20" /><JP AXIS="0,1"M1="0" M2="1" />
<JP AXIS="1,0" M1="0" M2="2" MV="Infinity,-20" /><JP AXIS="0,1"M1="0" M2="2" /> </L>
Mquk
« Consul »
1536399540000
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#5191
  1
Syrius a dit :
What's leve/anti-leve?

Leve is a hack that give you better grips on the grounds an the anti-leve maps was made to help the moderator to find who is using a leve. If a player complete an anti-leve map, it's because he's hacking.

Anotherbob2 a dit :
How do I make multiple sticky grounds?

It's pretty easy, when you made your first sticky ground, you added <L> sticky ground code </L>. To create a second one, you have to write a second sticky ground code without the <L></L>.

One sticky ground: <L>1st sticky ground code</L>
Two sticky grounds: <L>1st sticky ground code2nd sticky ground code</L>
Incidius
« Citoyen »
1537163700000
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#5192
  0
For map submissions, can I export my map as a tribe house or does it have to be exported using cheese?
Censere
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1537165320000
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#5193
  0
Mnhgtr43 a dit :
For map submissions, can I export my map as a tribe house or does it have to be exported using cheese?

You can submit maps exported as tribe houses. Most mapmakers do that nowadays.
Fxie
« Citoyen »
1537189800000
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#5194
  0
im making map and i encountered a conundrum

so i want to make these gears that have ground collision but don't collide with specific grounds
i tried using distance joints but it's all glitchy and i don't know why since every ground in the two overlapping gears are connected to eachother with distance joints and their distance never changes

can a smart map person help me please i'll give you a kiss

1
<C><P /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" L="400" o="544c40" H="10" c="4" Y="200" T="13" X="480" /><S X="480" L="280" o="68604c" H="280" c="2" Y="200" T="12" P="1,0,0.3,0.2,0,0,0,0" /><S P="1,0,0.3,0.2,22,0,0,0" L="280" o="6c6450" H="280" c="2" Y="200" T="12" X="480" /><S H="280" L="280" o="706854" X="480" c="2" Y="200" T="12" P="1,0,0.3,0.2,45,0,0,0" /><S P="1,0,0.3,0.2,67,0,0,0" L="280" o="746c58" X="480" c="2" Y="200" T="12" H="280" /><S P="1,0,0.3,0.2,0,0,0,0" L="160" o="88806c" H="10" c="4" Y="200" T="13" X="480" /><S P="1,0,0.3,0.2,0,0,0,0" L="200" o="a8a8a0" H="200" Y="100" T="12" X="340" /><S L="200" o="acaca4" H="200" X="340" Y="100" T="12" P="1,0,0.3,0.2,22,0,0,0" /><S P="1,0,0.3,0.2,45,0,0,0" L="200" o="b0b0a8" X="340" Y="100" T="12" H="200" /><S L="200" o="b4b4ac" X="340" H="200" Y="100" T="12" P="1,0,0.3,0.2,67,0,0,0" /><S P="1,0,0.3,0.2,0,0,0,0" L="110" o="c8c8c0" H="10" c="4" Y="100" T="13" X="340" /><S P="1,0,0.3,0.2,0,0,0,0" L="60" o="686860" X="480" c="2" Y="200" T="12" H="60" /><S X="480" L="60" o="6c6c64" H="60" c="2" Y="200" T="12" P="1,0,0.3,0.2,45,0,0,0" /><S L="151" H="15" X="103" Y="349" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S H="10" L="25" o="606058" X="480" c="4" Y="200" T="13" P="1,0,0.3,0.2,0,0,0,0" /><S H="80" L="80" o="686860" X="680" c="2" Y="340" T="12" P="1,0,0.3,0.2,0,0,0,0" /><S P="1,0,0.3,0.2,45,0,0,0" L="80" o="6c6c64" H="80" c="2" Y="340" T="12" X="680" /><S P="1,0,0.3,0.2,0,0,0,0" L="30" o="606058" X="680" c="4" Y="340" T="13" H="10" /></S><D><P C="824a4a" Y="0" T="34" X="-1" P="0,0" /><DS Y="315" X="89" /></D><O><O C="11" Y="200" P="0" X="480" /><O C="11" Y="340" P="0" X="680" /><O C="13" Y="101" X="340" P="0" /></O><L><JD M2="6" M1="1" /><JD M2="7" M1="1" /><JD M2="8" M1="1" /><JD M2="9" M1="1" /><JD M2="6" M1="2" /><JD M2="7" M1="2" /><JD M2="8" M1="2" /><JD M2="9" M1="2" /><JD M2="6" M1="3" /><JD M2="7" M1="3" /><JD M2="8" M1="3" /><JD M2="9" M1="3" /><JD M2="6" M1="4" /><JD M2="7" M1="4" /><JD M2="8" M1="4" /><JD M2="9" M1="4" /></L></Z></C>
Censere
« Consul »
1537257540000
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#5195
  1
Fxie a dit :
[...]

I've tried my best to do what you asked, however it's a bit unclear. See if this works for you.

1
<C><P /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" H="10" L="400" o="544c40" X="480" c="4" Y="200" T="13" /><S P="1,0,0.3,0.2,0,0,0,0" H="280" L="280" o="68604c" X="480" c="4" Y="200" T="12" /><S P="1,0,0.3,0.2,22,0,0,0" X="480" L="280" o="6c6450" H="280" c="4" Y="200" T="12" /><S P="1,0,0.3,0.2,45,0,0,0" X="480" L="280" o="706854" H="280" c="4" Y="200" T="12" /><S P="1,0,0.3,0.2,67,0,0,0" H="280" L="280" o="746c58" X="479" c="4" Y="199" T="12" /><S P="1,0,0.3,0.2,0,0,0,0" X="480" L="160" o="88806c" H="10" c="4" Y="200" T="13" /><S P="1,0,0.3,0.2,0,0,0,0" H="60" L="60" o="686860" X="480" c="2" Y="200" T="12" /><S P="1,0,0.3,0.2,45,0,0,0" H="60" L="60" o="6c6c64" X="480" c="2" Y="200" T="12" /><S P="1,0,0.3,0.2,0,0,0,0" X="480" L="25" o="606058" H="10" c="4" Y="200" T="13" /><S P="1,0,0.3,0.2,0,0,0,0" L="200" o="a8a8a0" H="200" X="340" Y="100" T="12" /><S P="1,0,0.3,0.2,67,0,0,0" L="200" o="b4b4ac" H="200" X="340" Y="100" T="12" /><S P="1,0,0.3,0.2,45,0,0,0" L="200" o="b0b0a8" X="340" H="200" Y="100" T="12" /><S P="1,0,0.3,0.2,22,0,0,0" L="200" o="acaca4" X="340" H="200" Y="100" T="12" /><S P="1,0,0.3,0.2,0,0,0,0" H="10" L="110" o="c8c8c0" X="340" c="4" Y="100" T="13" /><S P="0,0,0.3,0.2,0,0,0,0" L="151" H="15" X="103" Y="349" T="0" /><S P="1,0,0.3,0.2,0,0,0,0" H="80" L="80" o="686860" X="680" c="2" Y="340" T="12" /><S P="1,0,0.3,0.2,45,0,0,0" H="80" L="80" o="6c6c64" X="680" c="2" Y="340" T="12" /><S P="1,0,0.3,0.2,0,0,0,0" X="680" L="30" o="606058" H="10" c="4" Y="340" T="13" /></S><D><P X="-1" C="824a4a" Y="0" T="34" P="0,0" /><DS Y="315" X="89" /></D><O /><L><JP M1="1" A="0.383972" M2="2" /><JP M1="1" A="0.767945" M2="3" /><JP M1="1" A="1.15192" M2="4" /><JP M1="2" A="0.383972" M2="3" /><JP M1="2" A="0.767945" M2="4" /><JP M1="3" A="0.383972" M2="4" /><JP M1="7" A="0.785398" M2="6" /><JR M2="1" MV="0,0" /><JR M2="2" MV="0,0" /><JR M2="3" MV="0,0" /><JR M2="4" MV="0,0" /><JR M2="5" MV="0,0" /><JR M2="6" MV="0,0" /><JR M2="7" MV="0,0" /><JR M2="8" MV="0,0" /><JP M1="4" A="0" M2="7" /><JP M1="9" A="0.383972" M2="10" /><JP M1="9" A="0.767945" M2="11" /><JP M1="9" A="1.15192" M2="12" /><JP M1="10" A="0.383972" M2="11" /><JP M1="10" A="0.767945" M2="12" /><JP M1="11" A="0.383972" M2="12" /><JR M2="9" MV="Infinity,0.2" /><JR M2="10" MV="Infinity,0.2" /><JR M2="11" MV="Infinity,0.2" /><JR M2="12" MV="Infinity,0.2" /><JR M2="13" MV="Infinity,0.2" /><JR M2="15" MV="0,0" /><JR M2="17" MV="0,0" /><JR M2="16" MV="400,3" /><JP M1="16" A="0.785398" M2="15" /></L></Z></C>
Fxie
« Citoyen »
1537262580000
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#5196
  0
not exactly; the idea was for the gears to spin eachother and the problem was that the back gear in the middle needed to spin the gear in the bottom right but not collide with the gear in the top left, which i tried to achieve using joints to make them ignore eachother but eventually i found out joints and nails just don't go together so i got the gears spinning functionally with pure joints

ykr seemed to solve the nail version using revolute joints somehow but i think the red motor still bugged

thanks though
Papero
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1537475460000
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#5197
  0
Fxie a dit :
not exactly; the idea was for the gears to spin eachother and the problem was that the back gear in the middle needed to spin the gear in the bottom right but not collide with the gear in the top left, which i tried to achieve using joints to make them ignore eachother but eventually i found out joints and nails just don't go together so i got the gears spinning functionally with pure joints

ykr seemed to solve the nail version using revolute joints somehow but i think the red motor still bugged

thanks though

Sorry if this may be late but wouldnt the solution to your problem be to make a separate version of the two sets above the map? that are spaced apart so they can collide with each other without overlapping?
Jota
« Consul »
1537835160000
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#5198
  0
How can i make a ground that have colision with shaman but dont have colision with mice?
Ae_86
« Consul »
1537865760000
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#5199
  0
Out of curiosity, is there any new map editor sites/apps that are relatively new? Asking this out since want to test something different asides Viprin's Editor, if possible.

thanks in advance :v
Kimsterjay
« Consul »
1537876080000
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#5200
  1
Ae_86 a dit :
Out of curiosity, is there any new map editor sites/apps that are relatively new? Asking this out since want to test something different asides Viprin's Editor, if possible.

thanks in advance :v

Not really new, but some editors I found a while back:
Topic 248491 - TFMapCanvas - Create Joints Easier
Topic 810052 - [Tool] Simple map editor
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