Blaellyn Posted April 4, 2007 Share Posted April 4, 2007 I want to get the piano from area AR0504/AR0505, how do I do this? Link to comment
Avenger Posted April 4, 2007 Share Posted April 4, 2007 It is not an object, just a part of a tiled bitmap. You could use dltcep to convert the tileset to bmp. Then copy it into your own bmp which you can convert back to tileset again. Yeah, you could do this with ietme too, probably. Link to comment
Blaellyn Posted April 5, 2007 Author Share Posted April 5, 2007 Quick question why do the tilesets such has the rocks have that white background on them? Link to comment
Rabain Posted April 5, 2007 Share Posted April 5, 2007 The white background is there because the file is a bmp format and it has to have some colour. The tile maker uses a colour that has a good contrast with the object in the tile and that makes it easier to remove. You can remove the white part in IETME. DLTCEP probably can too, though I've never tried using object tilesets with that. Link to comment
Blaellyn Posted April 6, 2007 Author Share Posted April 6, 2007 Ok so I still can't seem to get the area to load without crashing the game?There doesn't seem to be anything wrong with it... Link to comment
Sir-Kill Posted April 6, 2007 Share Posted April 6, 2007 we'll need more info of your area. is the size divisible by 64? is the wed and tis named the same? is this a new area or one that you are just adding to/editing? are you using ietme or dltcep to do your editing? Link to comment
Avenger Posted April 6, 2007 Share Posted April 6, 2007 dltcep is able to add tiles to the tileset only (no objects like ietme). It can only help converting parts of the tileset to bmp which you can later alter and move to another bmp (by the use of some painter program). Then convert the bmp back to tileset format. IETME has some limited object patching function, but it is full of crashers, it can also screw an area easily. So my guess is he is using IETME Some of those IETME bugs could be fixed by dltcep by simply loading the area then resaving it. Or the check option can give you hints. You can also take a look at the structures (NI might be useful too) and find out what's wrong. Link to comment
Blaellyn Posted April 7, 2007 Author Share Posted April 7, 2007 Yay! Fixed it, but now, how does the transparent thing on the animations work? Can I use it to get the flames to seem a little more.... transparent? Link to comment
Avenger Posted April 7, 2007 Share Posted April 7, 2007 I believe you need the blend bit set to get the flame-like transparency. This makes per pixel transparency based on the darkness of the pixel (the darker the pixel the more transparent). Link to comment
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