aeons00 Posted June 10, 2014 Share Posted June 10, 2014 I guess I just missed some steps or something I'll keep trying...thanks Skitso! Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 10, 2014 Share Posted June 10, 2014 (edited) Yeah, actually unpacking tile resources has changed. You'll find the tile archive here. Ask away if you need any help in mapping. Edited June 10, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted June 10, 2014 Share Posted June 10, 2014 I'd actually recommend unpacking the tiles if you can (there's a tool for doing this on the modding forum - there's a link in the mod list thread sticked at the top) as there's been a number of fixes recently that probably aren't in the download. I guess it doesn't matter much, so long as you don't package the old spetres with the maps you release. But if you copy any assets between tilesets, they won't necessarily be up to date. Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 10, 2014 Share Posted June 10, 2014 But the unpacking doesn't work anymore as after the tile atlases the packs don't contain separate tiles anymore. Or am I mis informed? Quote Link to comment Share on other sites More sharing options...
kabill Posted June 10, 2014 Share Posted June 10, 2014 Oh, actually, maybe you're right. I'd forgotten about that. Sorry. This said, you can still unpack *something*, as I accidentally started doing that a week or two ago when trying to unpack the unit tiles. But I never actually looked at the contents of the unpacking, so I don't know if it actually did anything useful. Quote Link to comment Share on other sites More sharing options...
Bombcartographer Posted June 11, 2014 Share Posted June 11, 2014 It looks like the game no longer has quick battle. So I'm assuming the only way to currently test a map is to stick it in the rotation and wait for it to show up in a mission in game? Quote Link to comment Share on other sites More sharing options...
kabill Posted June 11, 2014 Share Posted June 11, 2014 I *think* it might be possible to set up the quickbattle thing again. (It's been implied elsewhere that this is possible with air combat). But I don't know how. Otherwise, the best bet for testing a map properly is to remove all of the other map types from the map pool (for the relevant tileset/UFO size). That way you can only get the map you made. Quote Link to comment Share on other sites More sharing options...
Bombcartographer Posted June 11, 2014 Share Posted June 11, 2014 Thanks! I did what you suggested and took the other maps out of the pool and it worked perfectly. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 11, 2014 Share Posted June 11, 2014 Cool. Look forward to seeing the results (yay, more maps!) Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 11, 2014 Share Posted June 11, 2014 Yeah, would love to play maps other than my own. Remember, one high quality map is better than 10 low quality ones. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 11, 2014 Share Posted June 11, 2014 Yeah, would love to play maps other than my own. Remember, one high quality map is better than 10 low quality ones. As a purveyor of quantity over quality maps, I'm not sure I agree. Map variety's something that's as important to me as good quality, so personally I don't mind sacrificing some quality in exchange. (But possibly a discussion for another place?) Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 15, 2014 Share Posted June 15, 2014 It looks like the game no longer has quick battle. So I'm assuming the only way to currently test a map is to stick it in the rotation and wait for it to show up in a mission in game? Did you try this? http://www.goldhawkinteractive.com/forums/showthread.php/9285-V21-Stable-Candidate-Hotfix-1-Released%21?p=103156&highlight=quickbattle#post103156 Quote Link to comment Share on other sites More sharing options...
kabill Posted June 15, 2014 Share Posted June 15, 2014 Did you try this?http://www.goldhawkinteractive.com/forums/showthread.php/9285-V21-Stable-Candidate-Hotfix-1-Released%21?p=103156&highlight=quickbattle#post103156 I knew there was still a away to do that, but I couldn't remember what it was! That's really helpful. Quote Link to comment Share on other sites More sharing options...
alienman Posted June 17, 2014 Share Posted June 17, 2014 (edited) So I wanted to try making a map. I have been following the tutorial, but for some reason when I open the level viewer everything is pitch black. I extracted the files and everything. What could be wrong and how do I fix it? It's black even when I load a finished map Edited June 17, 2014 by alienman Quote Link to comment Share on other sites More sharing options...
kabill Posted June 17, 2014 Share Posted June 17, 2014 The only thing I can think of is that you haven't unpacked the tiles in the right place. Beyond that, not a clue. Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 17, 2014 Share Posted June 17, 2014 (edited) @Alienman. The tutorial is a bit outdated: You can't extract the files anymore like instructed, as the tiles are merged to a huge tile atlases nowadays. Instead, what you need to do, is download the separate tile archive Chris has made available. You can find the download in the sticky thread in the mapping forums. Good luck in mapping! If you have anything to ask, I'll gladly help. (And so will kabill, I'm sure) Edited June 17, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
alienman Posted June 17, 2014 Share Posted June 17, 2014 Ah, that was the problem. Thanks! I can see everything in the viewer now. Quote Link to comment Share on other sites More sharing options...
aeons00 Posted June 18, 2014 Share Posted June 18, 2014 The tutorial is a bit outdated: You can't extract the files anymore like instructed, as the tiles are merged to a huge tile atlases nowadays. Instead, what you need to do, is download the separate tile archive Chris has made available. You can find the download in the sticky thread in the mapping forums.Good luck in mapping! If you have anything to ask, I'll gladly help. (And so will kabill, I'm sure) I was having a similar problem and thought it was my computer, so I gave up...good to know it's fixable Quote Link to comment Share on other sites More sharing options...
Harmonica Posted July 3, 2014 Share Posted July 3, 2014 (edited) If anyone has like me had problems whilst following the tutorial on page 1, with getting anything to show up in paint mode, I'll point out that for some reason you might have to double-click the spectre in the list box once you've added it. I've loaded up the editor and starting editing and I've had to do this 9/10 times, for some reason. I don't know if that was obvious, but without that step you're not painting anything and single-clicking won't show you the preview image on the top left (ie of the rock). I couldn't figure out why after moving around the extracted tiles all over the place, adding folders, rescanning, etc, they still wouldn't paint. Well, that is why! Anyway I hope to get cracking on some maps now that I've got that failure out of my system. Edited July 3, 2014 by Harmonica Quote Link to comment Share on other sites More sharing options...
drages Posted July 21, 2015 Share Posted July 21, 2015 How can i make the ufo walls/roofs invisible at subeditor? I tried to push anything but only i could erase them.. Thx! Quote Link to comment Share on other sites More sharing options...
kabill Posted July 21, 2015 Share Posted July 21, 2015 Do you mean, how can you make them transparent while working within the submap editor? If so, you can't. You can only delete them and replace them as the last thing you do. Quote Link to comment Share on other sites More sharing options...
drages Posted July 21, 2015 Share Posted July 21, 2015 Owww.. rly.. I just can't make them invisible.. it's very lame.. for little ufos maybe ok but for bigger ones with so much layers.. it's bad.. how can you remeber the exact place that so many big images. . Quote Link to comment Share on other sites More sharing options...
kabill Posted July 21, 2015 Share Posted July 21, 2015 I suppose you could temporarily change the image used by the spectre to a blank transparent one then change it back afterwards. Clunky but I guess not much more than having to delete it from the submap. Quote Link to comment Share on other sites More sharing options...
drages Posted July 21, 2015 Share Posted July 21, 2015 I suppose you could temporarily change the image used by the spectre to a blank transparent one then change it back afterwards. Clunky but I guess not much more than having to delete it from the submap. Brilliant idea! Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 21, 2015 Share Posted July 21, 2015 I suppose you could temporarily change the image used by the spectre to a blank transparent one then change it back afterwards. Clunky but I guess not much more than having to delete it from the submap. Lol, amazing! Never thought of that, actually. Quote Link to comment Share on other sites More sharing options...
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