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More pre-ass-ambled clips.

Posted: Fri Sep 13, 2002 1:01 pm
by Red
Through a donation of spare bandwidth of a damn nice fellow (which will remain anonymous because it's technically illegal), I have acquired the tiles from the game. I was supposed to look through them to figure out if the flags were righ, but I decided to work on some puzzles instead. I actually had a bit of fun for a while, but now I'm too tired :P

So well here they are... And if you think they're somehow wrong, well, fix'm yourself and send me the "fixed" clp version - from there I'll check it out and promptly tell you where you screwed up :D

Crashed MIR:
http://red.homeip.net:8080/MIR.clip

Vault Door:
http://red.homeip.net:8080/VaultDoor.clp

Cooling tower (both of them)
http://red.homeip.net:8080/Tower1.clp
http://red.homeip.net:8080/Tower2.clp

Have fun, probably more to come later...

Posted: Fri Sep 13, 2002 2:48 pm
by OnTheBounce
Thanks, Red!

I made a vault door clip a while ago, but lost it because I didn't have it backed up when I nuked my comp. I wonder if you and I had the same ideas of how to put it togehter. :lol:

OTB

Re: More pre-ass-ambled clips.

Posted: Fri Sep 13, 2002 5:46 pm
by Odin
Red wrote:Crashed MIR:
http://red.homeip.net:8080/MIR.clip

Vault Door:
http://red.homeip.net:8080/VaultDoor.clp

Cooling tower (both of them)
http://red.homeip.net:8080/Tower1.clp
http://red.homeip.net:8080/Tower2.clp

Have fun, probably more to come later...
Were these tiles wrong or were there some error on them ? Let me know, all the stuff you fix, and I'll post them on NMA..

Going to make a tile/spite section soon...

Re: More pre-ass-ambled clips.

Posted: Fri Sep 13, 2002 7:04 pm
by Red
Odin wrote:Were these tiles wrong or were there some error on them ? Let me know, all the stuff you fix, and I'll post them on NMA..
Not as far as I know, but there might be errors. Someone could compare them to the originals on the maps, as I don't have the maps (yet?).
Odin wrote:Going to make a tile/spite section soon...
I'd like to contribute to the spite section :D. I know it's just a typo, but at least you make FUNNY typos, unlike me who just makes random gibberish typos...

Re: More pre-ass-ambled clips.

Posted: Fri Sep 13, 2002 7:23 pm
by Flamescreen
Red wrote: Crashed MIR:
http://red.homeip.net:8080/MIR.clip
This link doesn't work.

Re: More pre-ass-ambled clips.

Posted: Fri Sep 13, 2002 9:07 pm
by OnTheBounce
Red wrote:
Odin wrote:Were these tiles wrong or were there some error on them ? Let me know, all the stuff you fix, and I'll post them on NMA..
Not as far as I know, but there might be errors. Someone could compare them to the originals on the maps, as I don't have the maps (yet?).
The Vault Door tiles weren't used on any of the maps. The way I figured out exactly how to use them was by firing up FO2 and having a look-see at V-13. (IMHO they shouldn't have included the console to activate the door in the tile graphics. Much better to include a Switch entity to activate the door.)

Odin: These aren't tiles we're talking about here, but rather clips. Clips are a way of storing tile arrangements. Rather than laboriously fabricating something each and every time you want to put it in a map you simply save it as a clip, then when you want to use it, you load the clip and are able to paste the tiles onto a map.

This is in part necessary because when you close one map and open another the clipboard is wiped clean and therefore you can't cut-'n'-paste between maps.

OTB

Posted: Fri Sep 13, 2002 9:20 pm
by Red
Cut and pasting between maps would still be ass... I mean you'd probably accidently pick up unwanted tiles (of course I know you could have made a "map with only clipboard arragements...), while with the clip you're sure to get just want you want.

Here are 2 new ones, though they aren't as complicated as the others (I was especially proud of MIR, that one was hella complicated):
http://red.homeip.net:8080/windmill1.clp
http://red.homeip.net:8080/windmill2.clp

A note that the other 2 windmils (as it was done in all 4 directions) doesn't actually work! The blades of the rotating engine (or whatever) actually rotate in front of the tower whjile it should be behind... Unless you people know of some wack occlusion trick to send a "higher" tile behind a lower one...

Re: More pre-ass-ambled clips.

Posted: Sat Sep 14, 2002 9:33 pm
by Forty-six & Two
Red wrote:Through a donation of spare bandwidth of a damn nice fellow (which will remain anonymous because it's technically illegal), I have acquired the tiles from the game. I was supposed to look through them to figure out if the flags were righ, but I decided to work on some puzzles instead. I actually had a bit of fun for a while, but now I'm too tired :P

So well here they are... And if you think they're somehow wrong, well, fix'm yourself and send me the "fixed" clp version - from there I'll check it out and promptly tell you where you screwed up :D

Crashed MIR:
http://red.homeip.net:8080/MIR.clip

Vault Door:
http://red.homeip.net:8080/VaultDoor.clp

Cooling tower (both of them)
http://red.homeip.net:8080/Tower1.clp
http://red.homeip.net:8080/Tower2.clp

Have fun, probably more to come later...
Kool-Thanks

Bout the vault door.... I cant seem to make the door entity fit properly...?

Posted: Sat Sep 14, 2002 9:59 pm
by Red
Yeah, I designed a map with it and found 2 little problems with it.

I fixed them though (same place: http://red.homeip.net:8080/MIR.clip )

Note that I don't think I have the vault door sprite, so it's kinda hard to test it. Where's the entity anyway? (And sprite if possible).

And anyone has a copy of that carwash clip I made a while back, as I don't have it anymore... not that it was hard to make, but heck, why bother if someone has it... (If you can't host it, email it...)

Re: More pre-ass-ambled clips.

Posted: Sat Sep 14, 2002 10:07 pm
by OnTheBounce
Forty-six & Two wrote:Bout the vault door.... I cant seem to make the door entity fit properly...?
There is a large, mostly black tile on the eastern/right side. All you should have to do is to set the right side of the door against that tile and you should be in business.

If you're still having problems let me know and I'll post a screen shot of what it should look like.

Edit: There is no Vault Door entity. However, the sprite should be located at:

C:\Program Files\14 Degrees East\Fallout Tactics\core\sprites\doors\Vault DOORS

I'll email you the sprite if you'd like.

OTB

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 12:17 am
by Odin
OnTheBounce wrote:Odin: These aren't tiles we're talking about here, but rather clips. Clips are a way of storing tile arrangements. Rather than laboriously fabricating something each and every time you want to put it in a map you simply save it as a clip, then when you want to use it, you load the clip and are able to paste the tiles onto a map.

This is in part necessary because when you close one map and open another the clipboard is wiped clean and therefore you can't cut-'n'-paste between maps.

OTB
A right, cool...I'm going to fire up the editors tonight, see if I can't crank out some maps.. I've avoided trying...but I really want to make some maps...

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 1:45 am
by Max-Violence
Odin wrote: I really want to make some maps...
And we really want to play 'em!

Singleplayer, right? :wink:

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 3:48 am
by Forty-six & Two
OnTheBounce wrote:
Forty-six & Two wrote:Bout the vault door.... I cant seem to make the door entity fit properly...?
There is a large, mostly black tile on the eastern/right side. All you should have to do is to set the right side of the door against that tile and you should be in business.

If you're still having problems let me know and I'll post a screen shot of what it should look like.

OTB
Hmm. Well it looks like the entity is just where its supposed to be, but you can still se through the upper left corner of the "interlocking" area. Donu. Id be happy if youd post a screenshot.

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 4:16 am
by Odin
Max-Violence wrote:And we really want to play 'em!

Singleplayer, right? :wink:
Yup, wouldn't make MP maps... isn't my cup of..erm..beer ? :P

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 6:37 am
by OnTheBounce
Forty-six & Two wrote:Hmm. Well it looks like the entity is just where its supposed to be, but you can still se through the upper left corner of the "interlocking" area. Donu. Id be happy if youd post a screenshot.
Ask and you shall receive and all that. Here's a link to a screenshot for you.
Odin wrote:A right, cool...I'm going to fire up the editors tonight, see if I can't crank out some maps.. I've avoided trying...but I really want to make some maps...
Well, if you have any problems, you know where we are. :)
Odin wrote:Yup, wouldn't make MP maps... isn't my cup of..erm..beer ?
I'd put up green money that Odin's map(s) will be liberally sprinkled w/Beer and Booze. Oh...and a brothel! :mrgreen:

Cheers,

OTB

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 7:03 am
by Odin
OnTheBounce wrote:Well, if you have any problems, you know where we are. :)

I'd put up green money that Odin's map(s) will be liberally sprinkled w/Beer and Booze. Oh...and a brothel! :mrgreen:
Damn, how did you know that ?! hehe.. :D

Well, I must say that I'm a dummy in these things. Ok, laying tiles.. isn't there an easy way to do it ? like laying several tiles at one time etc..
hmm..I gotta read the readme me thinks..

Posted: Sun Sep 15, 2002 7:15 am
by Jimmyjay86
Red put together a tutorial on how to use tile-sets awhile back. I'm a cut-and-paste kind of guy. I usually start with one of MF's landscapes and build up from there. Use clips of buildings and then make slight modifications to make them your own. I have about a dozen buildings that I have made clips of if anyone is interested. Maybe there can be a special section at NMA for them too.

Re: More pre-ass-ambled clips.

Posted: Sun Sep 15, 2002 9:54 am
by OnTheBounce
Odin wrote:Damn, how did you know that ?! hehe.. :D
I didn't know it. I simply suspected it due to your lusty Norse nature... :lol:
Odin wrote:Well, I must say that I'm a dummy in these things. Ok, laying tiles.. isn't there an easy way to do it ? like laying several tiles at one time etc...
You can go the route that JJ86 suggested where you take and modify an existing map from the core campaign - or, if you ask some of the mappers they may very well give you permission to use theirs - or you can use Red's method of making tileset. (There's a topic devoted to it, so a coupld of loving minutes spent w/the forum search should do you some good there.)

For the quickest method, I personally use the ability to select multiple tiles. You simply hold down Shift, while you left-click on the tiles you want. You can select tiles multiple times to give you the mix you want (you just can't select the same tile twice in a row). Then you simply right-click, hold and draw out the bounding box until you have an area as large as you want and release. Viola! The area is now filled w/a random mixture of the tiles you selected.

Note: Don't select tiles w/easily recognizable features on them w/this method, as the engine has a penchant for placing similar tiles next to each other and it will look like ass. Just leave it bland for now, then, when you're "dressing up" the map after you've got the important terrain in, you can go back and break up the monotony w/those tiles that have some sort of easily recognizable feature on them.
Odin wrote:...I gotta read the readme me thinks..
Yeah, I'd recommend that. ;) (You might want to grab JJ86's HTML version of the ReadMe, too.)

OTB