Multiple Terrains

Rikku

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I think I've heard of people putting in terrain from two different tilesets, but I've never actually seen it done. Does anyone know how to do it? If so, that would be a really neat thing to do with a map. You wouldn't have to make two different maps for going inside buildings, but you could put the building using the installation terrain somewhere on the map.
 

Heimdal

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It can't be done. You can, however, place certain doodads from other tilesets in your map (as a sprite). There are only two ways to do it: Hex editing or my program, StarForge - and StarForge isn't public yet...
 

tassadar920

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I believe what you'veheard of is using GUEdit to place square terrain, and sometimes "creep" on the map.
 

Rikku

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Oh, GU Edit isn't that great. :p But anyway, no, I wasn't talking about square terrain. Heck, I could a program that does that in a few minutes. :p All you do is fill the ISOM with 00h. :p

Anyway, that's too bad. I thought you could put in tiles from different offsets in one. Oh well.

Heimdal, do you have a list of all the doodad hex values and how they are applied to the map? I could probably use that, as I'm pretty good with a hex editor myself. :p Shouldn't be too hard, as I'm a rom hacker, so game modding is like a step down. ;)
 

tassadar920

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ok no need to start bragging man ;), but neways thats cool that u can hex edit an stuff but there is no way you can put multiple tilesets on one set, unless your using wc3.

Even heimdal can't do it with his StarForge ediotr.
 

Rikku

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Girl, and I wasn't bragging, I was giving someone a reason for sharing his findings. Would you take your time to give something to someone because they want it even though they can't possibly apply it to anything? I think not.

I don't care about multiple terrains now, though it probably could be done. There's something in a map that defines what tileset it's using, perhaps in the map header. :p Someone could duplicate or trick it into loading from two tilesets at the same time, that is, if the tiles weren't stored with certain values for certain slots. If it is, it'd probably be almost impossible to get it to work. :p But hopefully, it doesn't work that way since you can put doodads for different tilesets on the map.

Even heimdal can't do it with his StarForge ediotr.
What does that have to do with anything?

Anyway... Anyone have that list?
 

Bolt Head

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even if you could some how trick a map from reading from two files then editing the terrain would be a bitch it would be like making standard terrain with GUedit

and to go agained that each tile of terrain probably has a number assigned to it and on the map a simple number is stored for each grid space. If it read from two different tile sets then you would end up with duplicate numbers and one would take priority
 

Rikku

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That's what I was thinking, so you'd pretty much have to know how the StarCraft program works before trying to trick the map into working correctly. But who knows... maybe the value that says what tileset to load from comes only before certain parts of data. So, maybe you just keep writing a new header for each tileset switch. And yes, that would be a bitch to edit. XD

But then again, you don't know if each tile is assigned a number. It appears the doodads aren't, so perhaps the tiles aren't...

But I'm not really interested in that now. If Heimdal can get back from vacation, it'd be nice if he gave me a list of values for the doodads.
 

tassadar920

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he'll b back the 14th i think?

Well neways, it would be sweet if you could have multiple tilesets but i think bolt is right in that they are assigned numbers that are the same, but the tiles r dif on each set.
 

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