Destro Posted June 24, 2012 Share Posted June 24, 2012 (edited) I think I'm far enough along with my map to make a thread for it. I can't guarantee I won't run into issues (editor-wise or real-life) and drop it at some point, but there's enough here that I have something to show off at least. Map premise: A mega-corporation has been taken over by the aliens. The players land their chinook in the front parking lot and must fight, or blow up, their way through the various offices and rooms until they reach the alien ship that has landed/crashed in the back of the complex. Album of Images: http://imgur.com/a/3L6LC#2 Now, my first order of business is actually to ask for a little help. I've created a small enclosed garden for my office complex, but the specters for the hedges I'm using are a bit weird. Primarily, the HedgeNWCorner for some reason want to appear in FRONT of every other hedge. I was able to fix it in the editor through some trickery with Layers, but this caused some issues in-game: http://i.imgur.com/KBdym.jpg I monkeyed around in the Specter for it, but didn't fix it, and I'm not entirely sure what half the variables do. It's probably a really easy fix, I'm just not sure what to change. [bONUS] Since I went through the trouble of getting that picture together, let's play a game of Spot The Xenonauts! First person to post the exact number of Xenonauts in that picture gets... well, I'm not quite sure what they get. I'll think of something. Maybe a small personalized corner of the map if this project gets anywhere. The vehicle does not count. [/bONUS] Edited June 24, 2012 by Destro Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 24, 2012 Share Posted June 24, 2012 7 + a tank? Looking interesting. Quote Link to comment Share on other sites More sharing options...
Corporal Hicks Posted June 24, 2012 Share Posted June 24, 2012 yeah, looking foward to play it!! Quote Link to comment Share on other sites More sharing options...
spinaljack Posted June 24, 2012 Share Posted June 24, 2012 I think the current build has problems with rendering stairs and hedges, they appear over units in the regular maps as well so it's probably nothing you did. Quote Link to comment Share on other sites More sharing options...
Destro Posted June 24, 2012 Author Share Posted June 24, 2012 I'm actually not using the "current build" sadly. I'm using the build provided on the Kickstarter page since I won't have the finances to pre-order this game for a while. I still see enough possibility in the game that I want to make at least one map for it, though. Was it broken in that build as well? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 24, 2012 Share Posted June 24, 2012 (edited) The problem looks to be that you have used layers higher than 1. Soldiers seem to be displayed at layer one so anything higher will always appear in font of them. If all walls and hedges etc are placed at layer one sometimes you will get them layering over each other but that is just about the order they are placed in. If the hedge at the back shows in front of the one that is supposed to be in front of it then delete both and try placing them in a different order. *edit* Added a pic of my version. Edited June 24, 2012 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 24, 2012 Share Posted June 24, 2012 Might be an idea to load mine up alongside yours and see if there is a difference. Create a new folder, probably in the assets/maps/industrial folder and name it Maze. Create a new xml file (mine was Maze1.xml) and paste the text below into it. <?xml version="1.0" ?> <tilemap name="Maze1" width="15" height="15" version="1"> <level> <row> <cell layer0="industrial/ground/substation15/Powersubstation-00-00" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-01" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-02" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-03" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-04" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-05" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-06" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-07" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-08" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-09" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-10" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-11" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-12" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-13" /> <cell layer0="industrial/ground/substation15/Powersubstation-00-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-01-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-04" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-04" layer1="Farm/hedge/HedgeNWCorner" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/fence/Set1_FenceNW" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="Farm/fence/Set1_FenceNW" layer1_1="desert/TreeA4" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/fence/Set1_FenceNE" layer1_1="Farm/fence/Set1_FenceNWCorner" /> <cell layer0="industrial/ground/substation15/Powersubstation-01-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-02-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-01" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-01-03" /> <cell layer0="industrial/ground/grass5/grass5-01-04" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-01-01" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-01-03" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-04" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-00" layer1="desert/TreeA4" /> <cell layer0="industrial/ground/grass5/grass5-01-01" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/fence/Set1_FenceNE" layer1_1="desert/TreeB3" /> <cell layer0="industrial/ground/substation15/Powersubstation-02-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-03-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/hedge/HedgeNW" layer1_1="desert/TreeB3" /> <cell layer0="industrial/ground/grass5/grass5-02-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-04" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" layer1_2="desert/TreeB1" /> <cell layer0="industrial/ground/grass5/grass5-02-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-03" /> <cell layer0="industrial/ground/grass5/grass5-02-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-00" /> <cell layer0="industrial/ground/grass5/grass5-02-01" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/fence/Set1_FenceNE" /> <cell layer0="industrial/ground/substation15/Powersubstation-03-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-04-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-00" /> <cell layer0="industrial/ground/grass5/grass5-03-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-02" /> <cell layer0="industrial/ground/grass5/grass5-03-03" /> <cell layer0="industrial/ground/grass5/grass5-03-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-01" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-02" layer0_1="industrial/ground/grass5/grass5-03-03" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-00" /> <cell layer0="industrial/ground/grass5/grass5-03-01" layer1="desert/TreeA3" /> <cell layer0="industrial/ground/grass5/grass5-03-02" layer1="Farm/fence/Set1_FenceNEDouble" /> <cell layer0="industrial/ground/substation15/Powersubstation-04-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-05-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-04-01" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-02" layer1="desert/TreeB4" /> <cell layer0="industrial/ground/grass5/grass5-04-03" /> <cell layer0="industrial/ground/grass5/grass5-04-04" layer1="Farm/hedge/HedgeNE" layer1_1="desert/TreeB2" /> <cell layer0="industrial/ground/grass5/grass5-04-00" /> <cell layer0="industrial/ground/grass5/grass5-04-01" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-02" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-03" layer1="Farm/hedge/HedgeNE" /> <cell layer0="common/grass" layer0_1="industrial/ground/grass5/grass5-04-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-00" layer1="industrial/SignSE_Red" /> <cell layer0="industrial/ground/grass5/grass5-04-01" /> <cell layer0="industrial/ground/grass5/grass5-04-02" /> <cell layer0="industrial/ground/substation15/Powersubstation-05-14" layer1="industrial/SignSW_Red" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-06-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-01" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-04" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-00-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-04" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/substation15/Powersubstation-08-14" /> <cell layer0="industrial/ground/substation15/Powersubstation-08-14" /> <cell layer0="industrial/ground/substation15/Powersubstation-08-14" /> <cell layer0="industrial/ground/substation15/Powersubstation-06-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-07-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-00" /> <cell layer0="industrial/ground/grass5/grass5-01-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-03" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-04" /> <cell layer0="industrial/ground/grass5/grass5-01-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-01" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-03" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-04" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-01-00" /> <cell layer0="industrial/ground/grass5/grass5-01-01" layer1="desert/TreeB2" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/fence/Set1_FenceNE" /> <cell layer0="industrial/ground/substation15/Powersubstation-07-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-08-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-04" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-03" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-02-00" /> <cell layer0="industrial/ground/grass5/grass5-02-01" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/fence/Set1_FenceNE" /> <cell layer0="industrial/ground/substation15/Powersubstation-08-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-09-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-01" /> <cell layer0="industrial/ground/grass5/grass5-03-02" /> <cell layer0="industrial/ground/grass5/grass5-03-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-04" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-03-03" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-03-00" /> <cell layer0="industrial/ground/grass5/grass5-03-01" /> <cell layer0="industrial/ground/grass5/grass5-03-02" layer1="Farm/fence/Set1_FenceNE" layer1_1="desert/TreeB2" /> <cell layer0="industrial/ground/substation15/Powersubstation-09-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-10-00" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-00" /> <cell layer0="industrial/ground/grass5/grass5-04-01" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-04-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-04-04" /> <cell layer0="industrial/ground/grass5/grass5-04-00" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-04-01" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-02" /> <cell layer0="industrial/ground/grass5/grass5-04-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-04-04" layer1="Farm/hedge/HedgeNE" /> <cell layer0="industrial/ground/grass5/grass5-04-00" /> <cell layer0="industrial/ground/grass5/grass5-04-01" /> <cell layer0="industrial/ground/grass5/grass5-04-02" layer1="Farm/fence/Set1_FenceNE" /> <cell layer0="industrial/ground/substation15/Powersubstation-10-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-11-00" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/hedge/HedgeNW" layer1_1="Farm/fence/Set1_FenceSWDouble" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-03" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-04" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-00" layer1="Farm/hedge/HedgeNW" layer1_1="desert/TreeB1" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-03" layer1="Farm/hedge/HedgeNW" layer1_1="desert/TreeA2" /> <cell layer0="industrial/ground/grass5/grass5-00-04" layer1="Farm/hedge/HedgeNW" /> <cell layer0="industrial/ground/grass5/grass5-00-00" /> <cell layer0="industrial/ground/grass5/grass5-00-01" layer1="desert/TreeA1" /> <cell layer0="industrial/ground/grass5/grass5-00-02" layer1="Farm/fence/Set1_FenceNE" /> <cell layer0="industrial/ground/substation15/Powersubstation-11-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-12-00" layer0_1="industrial/ground/substation15/Powersubstation-14-00" /> <cell layer0="industrial/ground/grass5/grass5-01-00" layer1="Farm/fence/Set1_FenceSW" /> <cell layer0="industrial/ground/grass5/grass5-01-01" layer1="desert/TreeB4" /> <cell layer0="industrial/ground/grass5/grass5-01-02" /> <cell layer0="industrial/ground/grass5/grass5-01-03" /> <cell layer0="industrial/ground/grass5/grass5-01-04" /> <cell layer0="industrial/ground/grass5/grass5-01-00" /> <cell layer0="industrial/ground/grass5/grass5-01-01" /> <cell layer0="industrial/ground/grass5/grass5-01-02" /> <cell layer0="industrial/ground/grass5/grass5-01-03" /> <cell layer0="industrial/ground/grass5/grass5-01-04" layer1="desert/TreeA4" /> <cell layer0="industrial/ground/grass5/grass5-01-00" /> <cell layer0="industrial/ground/grass5/grass5-01-01" /> <cell layer0="industrial/ground/grass5/grass5-01-02" layer1="Farm/fence/Set1_FenceNE" /> <cell layer0="industrial/ground/substation15/Powersubstation-12-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-13-00" layer0_1="industrial/ground/substation15/Powersubstation-14-00" /> <cell layer0="industrial/ground/grass5/grass5-02-00" layer1="Farm/fence/Set1_FenceSW" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="industrial/SignSE_Red" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/fence/Set1_FenceSEDouble" /> <cell layer0="industrial/ground/grass5/grass5-02-03" layer1="Farm/fence/Set1_FenceSE" layer1_1="desert/TreeA2" /> <cell layer0="industrial/ground/grass5/grass5-02-04" layer1="Farm/fence/Set1_FenceSE" /> <cell layer0="industrial/ground/grass5/grass5-02-00" layer1="Farm/fence/Set1_FenceSE" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="Farm/fence/Set1_FenceSE" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="Farm/fence/Set1_FenceSE" layer1_1="desert/TreeB2" /> <cell layer0="industrial/ground/grass5/grass5-02-03" layer1="Farm/fence/Set1_FenceSE" /> <cell layer0="industrial/ground/grass5/grass5-02-04" layer1="Farm/fence/Set1_FenceSE" /> <cell layer0="industrial/ground/grass5/grass5-02-01" layer1="Farm/fence/Set1_FenceSE" /> <cell layer0="industrial/ground/grass5/grass5-02-02" layer1="industrial/SignSE_Red" /> <cell layer0="industrial/ground/grass5/grass5-02-03" layer1="Farm/fence/Set1_FenceNEDouble" /> <cell layer0="industrial/ground/substation15/Powersubstation-13-14" /> </row> <row> <cell layer0="industrial/ground/substation15/Powersubstation-14-00" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-01" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-02" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-03" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-04" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-05" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-06" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-07" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-08" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-09" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-10" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-11" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-12" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-13" /> <cell layer0="industrial/ground/substation15/Powersubstation-14-14" /> </row> </level> </tilemap> Then you can add it to one of your levels to see if it has the same problems as yours does. I would try loading them individually and together. If it is a spectre issue then they will both have the same problems, if it is a problem with the way they are placed then mine should still work for you. Quote Link to comment Share on other sites More sharing options...
Destro Posted June 24, 2012 Author Share Posted June 24, 2012 The problem with xenonauts being clipped is the secondary issue. As I said in the first post, albeit maybe not clearly enough, is that HedgeNWCorner tries to overlap all other hedges for some reason. It isn't apparently in your picture because you didn't put any hedges immediately below that tile. I'm sure it's something wrong with HedgeNWCorner's specter. I was forced to use levels above 1 in order to make HedgeSW appear in front of HedgeNWCorner in the little 1x1 squares you see in my map. I can always just use HedgeNW by itself, but the perfectionist inside me doesn't like the abrupt cutting off of the shadow. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 24, 2012 Share Posted June 24, 2012 I reckon back when I made that one (build or two before that new grass tile was added) I altered the spectres to make it fit and the submap has saved the positions. You may need to update yours to make them work properly. You can always send the settings to Chris afterwards, it would save someone at his end having to change them later. Try adjusting the pivot settings and see if it helps. On my maze the NW corner has pivot: (74, 104) same for NW, while NE has (45, 105). I didn't use the others on the maze so they are probably all default. Quote Link to comment Share on other sites More sharing options...
Destro Posted June 24, 2012 Author Share Posted June 24, 2012 Figured it out, but the Pivot wasn't it. While comparing values between all the hedge pieces, I noticed that the variable "SortPoint" for HedgeNW corner was 49 while all the rest were 50. Changed it to 50, and it works now. I also noticed that HedgeSE had an Orientation of SW, which explains the minor oddity that those hedges weren't providing me with any cover indicators. It also had a StoppingChance of 30 compared to all the others at 40. I've been trying to avoid editing specters before this point because I was afraid it might break compatability of the map with future versions. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 24, 2012 Share Posted June 24, 2012 Ah the sortpoint on mine were all the same as well, must have been something else I altered and didn't remember. It looks like the changes you make to the spectre will be stored in that submap if mine are any indication. I don't know if that will be the same when you pass it around though or if it is just on your system. Quote Link to comment Share on other sites More sharing options...
Destro Posted June 24, 2012 Author Share Posted June 24, 2012 Exactly why I didn't want to have to change any of the specters. I have no idea how the game handles them. There's a few doors and several props I've been avoiding because their pivot and offset are extremely incorrect. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted June 24, 2012 Share Posted June 24, 2012 Could you make a list of what items you are avoiding? If Chris isn't interested in it other mapmakers might be. Quote Link to comment Share on other sites More sharing options...
Destro Posted June 24, 2012 Author Share Posted June 24, 2012 (edited) I'll try my best. Perhaps someone running the latest build could compare them and quickly fix any inaccuracies for both builds? I'd imagine that would work in everyone's favor. EDIT: I've noticed that almost universally all the damaged tile variations appear to be offset incorrectly in the editor. Is this a problem with the editor or are they really out of alignment? EDIT 2: I've gone through a good majority of the tiles that are out-of-alignment and every single damaged/destroyed version of a tile is out of alignment. However, there are four tiles that are undamaged which are misaligned as well. These are: industrial/Office/OfficeDoorClosedNE industrial/Office/OfficeDoorClosedNW industrial/Office/OfficeDoorClosedSE industrial/Office/OfficeDoorClosedSW In addition, all of the DoorOpen (of all doors, not just the above) tiles are misaligned as well. I have only really used tiles from the industrial set, however, excluding the hedges. There may be more than I do not yet know about. Edited June 25, 2012 by Destro Quote Link to comment Share on other sites More sharing options...
Destro Posted June 25, 2012 Author Share Posted June 25, 2012 I've found several other misaligned tiles: industrial/props/HalfTarp1x1_NWSE industrial/props/BarrelPalletA_1x1_NESW industrial/props/BarrelPalletA_1x1_NWSE industrial/props/BarrelPalletB_1x1_NWSE industrial/props/BoxPalletA_1x1_NESW industrial/props/BoxPalletB_1x1_NESW In addition, BoxPalletA_1x1_NESW and BoxPalletA_1x1_NWSE are exact copies of each other, with no apparent difference. Still have a lot of props yet to check. Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted June 25, 2012 Share Posted June 25, 2012 Whenever you make changes to spectres to affects all of the items in the game that use that spectre. There are currently a lot of typos in the spectres which results in weird situations in the game (especially with the Scout). I would not be shy about correcting them. There was an instance when I went through an entire set of spectres for some of the old buildings and fixed them. I uploaded them and Chris implemented them which fixed many of the spectre problems at that time (since then the tiles have changed and I haven't fiddled with them again). At this point they are simply adding tiles and will be going back and fixing them later. Quote Link to comment Share on other sites More sharing options...
IceVamp Posted July 3, 2012 Share Posted July 3, 2012 It does look exciting. Going to try it out for sure. Quote Link to comment Share on other sites More sharing options...
Destro Posted July 7, 2012 Author Share Posted July 7, 2012 So my power supply died, and it took them roughly a week and a half to ship me a new one. That will probably delay me finishing the map because of a small backlog of other stuff, but I can now work on it when I feel like it again, at least. Quote Link to comment Share on other sites More sharing options...
ooey Posted October 3, 2012 Share Posted October 3, 2012 Your title (Infested) cunjures up the image of when Ripley enters the queens lair in Aliens with all the eggs, and she has to destroy them all. It might be a good idea for a map where you have that situation and you have a frag-fest - killing as many as you can! Quote Link to comment Share on other sites More sharing options...
Norgath Posted October 31, 2012 Share Posted October 31, 2012 I'm going to say there are 8 Xenonauts on the map, considering the health bars of them all on the ui. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted November 1, 2012 Share Posted November 1, 2012 I'm going to say there are 8 Xenonauts on the map, considering the health bars of them all on the ui. one of them could be offscrean and thus not in the picture. could you point out the location of all 8 if you believe there to be 8 in the picture. Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 1, 2012 Share Posted November 1, 2012 Destro, did you get the hedges to show properly? If you didn't make sure they all have the same Sort Point value. The Layer should be 0 for floor tiles and 1 for everything else, if you use Layer 2 or bigger they will get drawn on top of soldiers and other things. With Sort Point value you can sort the visibility when two sprites are fully or partially on top of each other and either one could be drawn on top. For example: if your SE and SW outer walls have lower Sort Point value than your inner walls you can be sure that they are drawn correctly on top and you dont have the edges of the inner walls "pushing through" the outer walls. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.