I need help...How to making swiming watering adventures in W
I need help...How to making swiming watering adventures in W
A. how to making swiming watering adventures in WA? understand? please reply! Please Reply and Help!!!
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- tyteen4a03
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I think he means walking in water. It is used in the sewers, its in the room where the adventure "To Catch A Thief" is.
Its also in an adventure where the buttons are underwater and you can't see them.
If that is what he means, then I don't know how to do it, sorry! I think you set the water logic to floor, and raise the Xtrude.
Its also in an adventure where the buttons are underwater and you can't see them.
If that is what he means, then I don't know how to do it, sorry! I think you set the water logic to floor, and raise the Xtrude.
Bround means something like, "How do you make adventures that you can 'swim' in?" I think he uses a translator. He said "watery," so he must mean "walking on water." Yes, that is possible.
Let's say you have a maze with 0.0 floors (Xtrude) and 1.0 walls. You want the water to be touching you, simulating a flood. You can do two things, the second one being more efficient and in some other cases, better-looking:
1. Raise the water for the floor tiles by adjusting WHeight so that it is just above ground (default setting -0.2, wanted setting something around 0.3). You'll see the water above the floors in the editor. Adding the walls will give the effect (otherwise it looks like the water is floating).
2. Make the adventure normally, acting as if it was just a maze. Then, cross out every tile setting except WHeight (put the mouse over a property and press Enter/Return). Note that the tile textures and the water texture are also properties. You'll see "Not Used" when crossing them out. Set WHeight to something like 0.3 and press "Wipe." Now the walls have the same water height. I don't think you would notice it when you play the adventure, but in some cases, like walking on walls, (as seen in the sewers in WA) if you don't also make the 'walls' have the same lower water height, you'll see water in them. It looks very awkward.
Let's say you have a maze with 0.0 floors (Xtrude) and 1.0 walls. You want the water to be touching you, simulating a flood. You can do two things, the second one being more efficient and in some other cases, better-looking:
1. Raise the water for the floor tiles by adjusting WHeight so that it is just above ground (default setting -0.2, wanted setting something around 0.3). You'll see the water above the floors in the editor. Adding the walls will give the effect (otherwise it looks like the water is floating).
2. Make the adventure normally, acting as if it was just a maze. Then, cross out every tile setting except WHeight (put the mouse over a property and press Enter/Return). Note that the tile textures and the water texture are also properties. You'll see "Not Used" when crossing them out. Set WHeight to something like 0.3 and press "Wipe." Now the walls have the same water height. I don't think you would notice it when you play the adventure, but in some cases, like walking on walls, (as seen in the sewers in WA) if you don't also make the 'walls' have the same lower water height, you'll see water in them. It looks very awkward.
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I think hexing is a lot harder in WA. I opened up a test level in Notepad++, and the hex was impossible!tyteen4a03 wrote:Make a water texture,and use the texture instead of water tile.
Or...HEX
Anyway, why has bround gone ridiculously off-topic?


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The whole point in my previous post of having two ways of approaching the water problem was that every individual tile's water height (you're saying "water tile") is adjusted seperately.jdl wrote:Mqdar, can you make individual water tiles raised?

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Now I wanna open one up in Context... BRB.mqdar wrote:I think hexing is a lot harder in WA. I opened up a test level in Notepad++, and the hex was impossible!tyteen4a03 wrote:Make a water texture,and use the texture instead of water tile.
Or...HEX
Anyway, why has bround gone ridiculously off-topic?![]()
Uhhhh.. Never mind... It's not very possible or doesn't look it at least.
Yeah, I've looked through around dozen of the files and until someone "cracks" the level format, it's not gonna work.
For the heck of it I'm gonna look at the Beta test level.
HOLY CRAP, the level format is Hard-Coded beyond belief. Who's willing to bet Pat did this so we can't Hex-Edit it until we accidently crash it?

Also major lol at the second area's coding in the Beta level:
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Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms.jdl wrote:How do you simulate walking on walls???


To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.
Is that clear now?

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what?mqdar wrote:Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms.jdl wrote:How do you simulate walking on walls???Did I tell anyone I was the WA Editor Master (WAEM)?
To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.
Is that clear now?
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Umm, do you really think I"m gonna say all that again?bround wrote:what?mqdar wrote:Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms.jdl wrote:How do you simulate walking on walls???Did I tell anyone I was the WA Editor Master (WAEM)?
To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.
Is that clear now?

It's not very complicated. Just read through each little part and make sense of it.

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No, And What?mqdar wrote:Umm, do you really think I"m gonna say all that again?bround wrote:what?mqdar wrote:Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms.jdl wrote:How do you simulate walking on walls???Did I tell anyone I was the WA Editor Master (WAEM)?
To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.
Is that clear now?
It's not very complicated. Just read through each little part and make sense of it.
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What do you mean? What what? (Oh no. It's getting more confusing
)

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No, because 'you' (your stinker) always start at height 0.0. The 'floor' must be 0.0.Nobody wrote:couldn't you just make the floor higher than the walls? (i haven't exactly cone anything with the WAE)

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