Jump to content

Search the Community

Showing results for tags 'map editor'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 4 results

  1. Hi, I'm trying to get a grip on mapping in Xenonauts. I read the wiki and have followed the sticky beginner guide. But I have a problem All ships (alien or human) and some probs and walls are flying above the ground when I place them. So my question - is this a known bug or have I made a mistake ? I will add a screenshot ! Thx in advance for your help. Sorry for the English - It's not my mother language.
  2. Just a quick heads-up so everyone is aware - the current issues with the level editor are caused by the file compression in the archives. We're doing this to reduce the total number of files in the game down to a reasonable level; the latest versions of the game have about 40,000 files in them instead of 130,000 as the tiles and some of the sprites have been put inside archive files from which the game can read. Unfortunately, the level / sub-map editor cannot read or manipulate these files when they are sealed inside the archive, so at the moment the level / sub-map editor isn't working properly. Therefore I've put together all the tiles in the game in a 270mb zip for mappers to use here: https://dl.dropboxusercontent.com/u/26290309/tiles.zip Simply unzip the contents into the /tiles/ directory in your /assets/ folder (you may have to create this) and the game should use them without any issues, as it will load files from the /tiles/ directory before it loads them from the /tiles/ directory in its archive files. It's great to see the community producing maps now, and I plan to sit down and give them a proper play at some point and see if more can be incorporated into the full game (Moxar already has a few in there now).
  3. I have a question about door tiles in the sub-map editor. I'll be placing walls around for my building. When I get around to the back of the building and I go to place another door (or add a door later) the door tile aligns halfway on the grid. I have created a new sub-map, set the layer to 1, placed a wall, and then place a door. Sometimes the door aligns to the tile grid and other times it aligns halfway into the wall If I realign the door using using pivot and save, the pivot changes are not saved. The file always opens with all my doors aligned 1/2 on the grid. Same as when I load up a map with the building, all the doors are 1/2 off the grid. Do I have to save out each door as unique Spectre if I mess around with the pivot? I must be missing something here.
  4. I stumbled upon Xenonauts recently, and tried the build that was released on the Kickstarter page. Needless to say, I am now very eager for it to be released; I absolutely love games of this sort. There is one thing I love more, however, and it's making maps for games of this sort, even if they're mediocre and never draw much attention. Due to financial reasons, It's going to be a while before I can spare the money to pre-order. My question is: could I still make maps with the version of the game and map editor provided on the Kickstarter page? Will anything break drastically if and when I finally purchase the game and jump a dozen or more builds forward? At the least, I could probably get some ideas worked out and have some fun doing so.
×
×
  • Create New...