Profile for Dahak

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3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #53
Oh well.

As is, the editor is pretty good. Most major issues have been fixed.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #51
I would like to rearrange terrains in the editor without rearranging the terrains in the script. (break-out palette?)

This would help so I can organize better.

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This is either a bug and/or a forgotten feature.

Lighting in realistic mode does not match the game lighting. Also, could we have a time control so that we can get a look at the different light levels ?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #51
I would like to rearrange terrains in the editor without rearranging the terrains in the script. (break-out palette?)

This would help so I can organize better.

---
This is either a bug and/or a forgotten feature.

Lighting in realistic mode does not match the game lighting. Also, could we have a time control so that we can get a look at the different light levels ?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #48
If this get off the ground, then I request a few features.

1) Tint the side bar icons just as they are tinted in 3D mode.

2) Add a "tinting" test. You load an icon/graphic and check off the tints you want. You may also include a numerical tester. This way you do not have to edit and reload for every tint. The tester would do it, and you could refresh until you get a good value, and paste that value into the data script.

3) Create a copy feature that lets you copy a terrain/floor pattern and paste it. Lets you organize better if something is off.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #48
If this get off the ground, then I request a few features.

1) Tint the side bar icons just as they are tinted in 3D mode.

2) Add a "tinting" test. You load an icon/graphic and check off the tints you want. You may also include a numerical tester. This way you do not have to edit and reload for every tint. The tester would do it, and you could refresh until you get a good value, and paste that value into the data script.

3) Create a copy feature that lets you copy a terrain/floor pattern and paste it. Lets you organize better if something is off.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #16
I could try to clean up the data file and the graphic resources before I convert them to .bmp, but I'm too lazy. If anyone else wants to, they're welcome.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum
Infiltrator
Member # 148
Profile #16
I could try to clean up the data file and the graphic resources before I convert them to .bmp, but I'm too lazy. If anyone else wants to, they're welcome.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #11
How? I used PS to make them. All are made/chopped from the BoA graphics/Avernum Series/Nethergate graphics.

Edit:
Remove the cliff terrain and see why. Unless Jeff has changed the code (I don't think so) there will be this big ugly spot created by a floor lower than the level.

[ Saturday, January 22, 2005 19:42: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum
Infiltrator
Member # 148
Profile #11
How? I used PS to make them. All are made/chopped from the BoA graphics/Avernum Series/Nethergate graphics.

Edit:
Remove the cliff terrain and see why. Unless Jeff has changed the code (I don't think so) there will be this big ugly spot created by a floor lower than the level.

[ Saturday, January 22, 2005 19:42: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #9
Ohh. I forgot I had this link. I didn't check to see how many of the links are alive, but it was useful:

http://www.hut.fi/~vesanto/link.useful/maps/castles.html

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum
Infiltrator
Member # 148
Profile #9
Ohh. I forgot I had this link. I didn't check to see how many of the links are alive, but it was useful:

http://www.hut.fi/~vesanto/link.useful/maps/castles.html

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #8
Why or how?

edit:
Why = See if I can make an actual bridge

How = 3 problems:
Deal with the cliff message
Show water flowing underneath
Show 3D bridge

The water is low so the height is the same (deals with message. The terrain/party height is up to align with the supposed height.

Thus is you want a bridge 3 cliffs above the water, you place the water floor 3 cliffs down. The bridge terrain is placed 3 cliffs above the water. The bridge is aligned with the top.

A need for a cliff side exist to cover over the blackness created required a few extra terrains. They had to be placed elsewhere using an offset to align them.

[ Saturday, January 22, 2005 18:57: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum
Infiltrator
Member # 148
Profile #8
Why or how?

edit:
Why = See if I can make an actual bridge

How = 3 problems:
Deal with the cliff message
Show water flowing underneath
Show 3D bridge

The water is low so the height is the same (deals with message. The terrain/party height is up to align with the supposed height.

Thus is you want a bridge 3 cliffs above the water, you place the water floor 3 cliffs down. The bridge terrain is placed 3 cliffs above the water. The bridge is aligned with the top.

A need for a cliff side exist to cover over the blackness created required a few extra terrains. They had to be placed elsewhere using an offset to align them.

[ Saturday, January 22, 2005 18:57: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #6
If you use height adjustments to make walls, then do not make the walls more than 1 higher than the ground. Otherwise you can't see.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
How-To's on Terraining in Blades of Avernum
Infiltrator
Member # 148
Profile #6
If you use height adjustments to make walls, then do not make the walls more than 1 higher than the ground. Otherwise you can't see.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Max Light Radius? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #2
I found the problem. I had the light radius at 9 before, but when I changed it via the script, nothing happened. When I opened the editor and saved, the change was saved. Is it the editors that decide on the light radius and not the data scripts?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Max Light Radius? in Blades of Avernum
Infiltrator
Member # 148
Profile #2
I found the problem. I had the light radius at 9 before, but when I changed it via the script, nothing happened. When I opened the editor and saved, the change was saved. Is it the editors that decide on the light radius and not the data scripts?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Max Light Radius? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
Is there some sort of cap on the light radius?

I tried to place a terrain with a radius of 16, but it seems to be limited to 9. Is it just me?

6 bright + 1 for each light lvl down past that 6 radius = 9 radius.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Max Light Radius? in Blades of Avernum
Infiltrator
Member # 148
Profile #0
Is there some sort of cap on the light radius?

I tried to place a terrain with a radius of 16, but it seems to be limited to 9. Is it just me?

6 bright + 1 for each light lvl down past that 6 radius = 9 radius.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #41
Outdoors, 2D or 3D. Usually 2D.

Edit:
Remember, you cannot scroll from town to town. You have to load them. Personally, I'm just saving and loading instead of scrolling outdoors. If you do that or save before you cross-over, then no problem (no dialog box).

[ Saturday, January 22, 2005 14:39: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #41
Outdoors, 2D or 3D. Usually 2D.

Edit:
Remember, you cannot scroll from town to town. You have to load them. Personally, I'm just saving and loading instead of scrolling outdoors. If you do that or save before you cross-over, then no problem (no dialog box).

[ Saturday, January 22, 2005 14:39: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #38
Import is good! :D

? Bug:
After I scroll, I DO NOT have a accidental click occurring (yay!). However, unless I click again (nothing happens!) the editor assumes I am holding down the mouse. I borrowed a USB mouse from another computer and had the same problem. What happened?

If it weren't for the USB mouse having the same trouble, I'd say it was a touchy trackpad.

Edit:
Nevermind what I said about the corner walls.

[ Friday, January 21, 2005 21:16: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #38
Import is good! :D

? Bug:
After I scroll, I DO NOT have a accidental click occurring (yay!). However, unless I click again (nothing happens!) the editor assumes I am holding down the mouse. I borrowed a USB mouse from another computer and had the same problem. What happened?

If it weren't for the USB mouse having the same trouble, I'd say it was a touchy trackpad.

Edit:
Nevermind what I said about the corner walls.

[ Friday, January 21, 2005 21:16: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Bugs v1.1 in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #1
This is carry-over from the last thread:

I realize I wasn't clear. Terrains may have the te_special_property 19 through 30 (hills). This special property is ignored if it lies outside the town's defined boundary. Thus if a party attempts to exit town onto a hill, they will get a "do you wish to jump off the cliff" message.

An example is Emerald Mountain. Try to exit the town directly from the hill. (This is evident in the lower west side)

Note: Hill = Terrain & Height = Height. Heights are not terrains.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Bugs v1.1 in Blades of Avernum
Infiltrator
Member # 148
Profile #1
This is carry-over from the last thread:

I realize I wasn't clear. Terrains may have the te_special_property 19 through 30 (hills). This special property is ignored if it lies outside the town's defined boundary. Thus if a party attempts to exit town onto a hill, they will get a "do you wish to jump off the cliff" message.

An example is Emerald Mountain. Try to exit the town directly from the hill. (This is evident in the lower west side)

Note: Hill = Terrain & Height = Height. Heights are not terrains.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00

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