
IE tileset map editor
Started by
-james-
, Jun 11 2005 12:07 PM
8 replies to this topic
#1
-james-
Posted 11 June 2005 - 12:07 PM
can some1 tell me whats wrong with this map?
i created a 40 by 40 map then i selected a floor and set as fill background, then i edited the auxillary map by making the search and light maps white and the height map grey then i named the area in the accosicated wed and saved it. then i placed all the files in the bg2 overide and ran the game and used the cluaconsole thing and imput the correct name of the area but when it loads nothing happens and the game is aborted with no message saying why?
can any1 help me??
james
i created a 40 by 40 map then i selected a floor and set as fill background, then i edited the auxillary map by making the search and light maps white and the height map grey then i named the area in the accosicated wed and saved it. then i placed all the files in the bg2 overide and ran the game and used the cluaconsole thing and imput the correct name of the area but when it loads nothing happens and the game is aborted with no message saying why?
can any1 help me??
james
#2
Posted 11 June 2005 - 02:25 PM
what did you name your area and wed? the area has to be 6 CH. long. Did you mark the in-out door flags?
Edited by Sir-Kill, 11 June 2005 - 02:27 PM.
Live Free Or Die
#3
Posted 11 June 2005 - 03:02 PM
You can try to load the area into DLTCEP and hit the 'check' button.
It might tell you what's wrong.
It might tell you what's wrong.
Avenger
#4
-Guest-
#5
Posted 12 June 2005 - 02:10 PM
the area was named MYAREA.ARE and the wed was MYAREAwhat did you name your area and wed? the area has to be 6 CH. long. Did you mark the in-out door flags?
Did you use my tutorial? If so, double check your search map if the above has been eliminated. Try using Stone2 for the floor to test. It might be that your party has no where to stand. The simpliest way to do this is to open up the search map in a paint program... Photoshop or Paint. Open up one from a similar existing area (whether indoor or outdoor). Use the eyedropper to get the color from the existing one... and paint that color onto your area where the player should be able to walk. I have found that IETME 'sometimes' screws up this color... so I stopped relying on it and use the above method.
Cuv
#6
-Guest-
Posted 13 June 2005 - 08:45 AM
I used to use IETME to create areas, but it sometimes corrupts the files whilst saving them - not great after a 6 hour modding session. So, after being heckled by various forum members I began to use DLTCEP for area editing - and I can report once you read a few tutorials it is a much better program to use. Now I only use IETME for creating the original .bmp file, because I don't have a better image editing program 
The Swordalizer

The Swordalizer
#7
Posted 13 June 2005 - 11:13 AM
Swordalizer get the gimp it is free.
Live Free Or Die
#8
-The_Swordalizer-
Posted 15 June 2005 - 02:24 AM
Yeah, I got the GIMP a few days ago, but IETME seems to have a fairly good .bmp editor. I'm working out how the GIMP works at the moment...
#9
-avenger_work-
Posted 15 June 2005 - 03:15 AM
Hmm, don't use MYAREA as area name. MYAREA is a special variable context type, just like LOCALS or GLOBAL. People don't usually have an area like locals.are or global.are, for the same reason, don't have a myarea.are either.
A good naming convention is using your Modding prefix plus a number in a six characters long area resource reference.
A good naming convention is using your Modding prefix plus a number in a six characters long area resource reference.