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Messages - FFSnipe

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Editor Discussion / Re: Removing lower layers of tiles
« on: April 10, 2016, 03:59:18 AM »
Is there anyway to remove lower tiles EASILY?

You do know that if you select a tileset (like c_default), and right click, it erases that specific tileset right?
Yes I am well aware of that. I dont think I am explaining properly.

If I have a giant area with b_default tiles, with c_default scattered here and there, there is no point for the b_default tiles underneath the c_default tiles is there? No, theres not.

I was wondering if there was an easy way to remove JUST the tiles that are covered with other tiles, in theory reducing the filesize (less in the XML file itself)


This is what I mean. In that example, there are a_default and b_default tiles that could be removed. This is an easy example. When you are working on a huge project, it isnt practical to keep flipping on and off tile layers and going back and forth removing a section at a time while trying to remember where the turned off tiles were. I am simply wondering if there is an easier way to go about doing this.

Also, no info about the script text issue I mentioned?

2
Editor Discussion / Re: Removing lower layers of tiles
« on: April 10, 2016, 02:11:05 AM »
Random question that has nothing to do with the original.

In the editor, I used to be able to see the script text telling me exactly what script it was (variable, change variable add, check variable, if not zero doodad state2, area trigger leave, area, etc) Since I have reinstalled, there is nothing. It is very confusing when I have a lot of scripts.

How can I get the script description text back in the editor?

3
Editor Discussion / Removing lower layers of tiles
« on: April 08, 2016, 05:15:07 PM »
Heyo, its been a while since I was here. Lost everything on my old laptop and just forgot about HammerWatch to be honest. I have been back in the editor workin on a few things again.

Anyway, Lets say I have 3 layers of tiles. c_default, d_default, and  d_carpet. Is there anyway to remove lower tiles EASILY? I know I can turn off specific tiles to see what is underneath, but when you are working with a large map it can be a bit of a pain.

If this has been asked and answered, I apologize in advance.

4
Hammerwatch Discussion / Re: Defeating the Survival Lich?
« on: July 29, 2014, 12:24:33 PM »
This was my problem a long time ago. I dont know if it has been changed/fixed, i havent played in a while. But basically using the paladin was impossible.
this is one achievement i dont think i will get. i couldnt beat him on easy  :o i ran into a problem though... perhaps it was just bad luck. after i got his health down to 75% and he started shooting a crap load of seeking energy balls, he was in a place where i could only approach from the sides, and it was a long distance to travel. and unfortunately i couldnt get close enough before i died to even hit him once. is there designated places that he goes durring certain periods of his life?

5
Hammerwatch Discussion / Re: Community Growth?
« on: July 24, 2014, 03:31:31 PM »
i wish thats all it was... sadly it was more than just my maps too. all my custom tilesets, sprites, everything.

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Hammerwatch Discussion / Re: Community Growth?
« on: July 24, 2014, 06:06:54 AM »
I have been a member of quite a few small dev team/indie game forums. perhaps getting connected to some social network sites? twitter is the one i am thinking of the most. Even if it is just one tweet every day, or every other day, I think it would help. You would be surprised, the amount of followers you can get in a few days. Tweet something, someone retweets it, your followers followers see it, so on so on.

oh, and i know ive been absent for a while, my laptop got destroyed, and i lost all the custom stuff i was working on.... so in my defeat, i just gave up instead of starting completely over. but i need my editing back. its like.... crack or something  ;D

7
Technical Support / Re: Everything is red?
« on: March 02, 2014, 08:00:48 PM »
thats exactly what OS i was using. I was on a laptop before it died on me. It works fine now as I am using XP pro. Not sure if it is a windows 7 thing... what graphics do you have? onboard or vid card?

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Technical Support / Re: Everything is red?
« on: February 25, 2014, 03:33:26 AM »
this happened to me as well when i upgraded. actually we seem to be the only ones with this problem. I have since dropped to 1.2 BUT my laptop failed so i am firing up my old XP rig. what PC are you running? version of windows?

I will check to see if it is an issue with this one as well btw

9
Hammerwatch Discussion / Re: Patch Notes for 1.21
« on: February 05, 2014, 03:46:53 PM »
Sorry, I ended up goin to sleep last night so it took a while for me to respond. Here is my game log attached. the game itself looks fine. I even messed with all the settings in-game to see if I could reproduce the visuals in the game itself, but all combinations were fine.

10
Hammerwatch Discussion / Re: Patch Notes for 1.21
« on: February 05, 2014, 05:02:57 AM »
eh, i have had my editor open for a few days, and just closed it earlier to update my PC. to my surprise when i launched hammerwatch, I noticed that it updated. and now I have the same problems with the visuals as I did in the 1.21 beta. my editor is all black, with dark red doodads and tiles. it has completely ****ed my editor. I am not sure what is going on still. I tried all render modes, turned off layers one at a time and it is still messed up. I am not sure what is going on. all maps are like this, examples, and customs, and standard ones that I got from the forums.

EDIT: I tried the "HammerEditor.exe no-shaders" from cmd. no luck. it opened up the editor but still had the problems.

11
Editor Discussion / Re: Scripting questions Updated
« on: February 05, 2014, 01:21:39 AM »
Perhaps a change and check variable. when a player enters the area, add 1, when he leaves the area, subtract 1. when another player enters add another 1 etc etc. and only allow the doodad state to be non-transparent if the variable is zero?  any other variable (1-4) would cause the doodad state to be the transparent state.

would this work? it seems confusing as hell, and I may need help linking it all together  :-\ but it theory, it sounds like it would work.

EDIT: got it working woo! 9 script entities lol. but it works. for single player at least. everything seems correct, so i would assume that it would work for multiple players as well.

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Editor Discussion / Re: Scripting questions Updated
« on: February 05, 2014, 01:10:42 AM »
hrm.... i believe you are correct. my way would cause problems. if a player was already behind a wall and another walked into the area, it would make the wall non-transparent...

eh. i need to figure out the best way to do this  :o

13
Editor Discussion / Re: Scripting questions Updated
« on: February 04, 2014, 08:21:38 PM »
aaaaaahhhhh. i didnt even think of that. nice nice.  :o so the script would be something like Area Trigger that is set to enter or leave, linked to a shape that is set off by the player only. then a change doodad state script linked to the area trigger?

(sorry, i am still learning scripting. but I am hoping that this is correct.)

14
Editor Discussion / Re: Scripting questions Updated
« on: February 04, 2014, 07:28:29 PM »
i actually started to make a duplicate set of doodads with 128 transparency. im going to just place in the same spots standard ones and have a script to hide the standard ones when the player goes behind the wall. thus only the transparent ones will show. thank you for the quick response.

15
Editor Discussion / Re: Scripting questions Updated
« on: February 04, 2014, 04:25:45 PM »
Just wondering if there is a way to make doodads partially transparent using scripts. I modified all the collisions of wall doodads, and I was hoping that when a player was behind a wall, it would turn transparent. its a pet peeve of mine to not be able to walk behind a wall, so i changed them.

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