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Editing tileset .STI crashes the mapper.[message #366133]
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Sun, 02 June 2024 14:27
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Marcus |
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Messages:109
Registered:November 2014 |
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I tried to both edit and create a new .sti. They both crashed the mapper. Must .sti be registered anywhere?
In particular, I plan to add a few vehicles and I thought to edit the existing .STIs.
[Updated on: Sun, 02 June 2024 14:29] Report message to a moderator
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Sergeant
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Re: Editing tileset .STI crashes the mapper.[message #366134 is a reply to message #366133]
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Sun, 02 June 2024 21:26
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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Adding completly new vehicles will require code changes
Although editing existing ones can be done (and in fact has been done in some mods)
.sti for vehicles are more complex than a .sti of something like furniture or roofs
The .sti for vehicles consist of several .sti, not just one
Animated ones for directions and others for states (like being "dead")
The ones of original vehicles (like player-humvee and icecream-truck are in anims.slf, need unpacking before editing is possible)
Later additions by 1.13 (like enemy-vehicles or the ElDorado and Player-Jeep) are in Data/anims
beside the .sti, the .jsd (the files that define physics of an object, like material, density, hitpoints, general shape, etc) should be taken into account as well
those for vehicles are in structdat in anims (again, unpack anims.slf to see the ones for original vehicles)
to get a working vehicles, it must be in vehicles.xml and that must match with entry of vehicles-profile in mercprofiles.xml
and, to see it on map, it must be placed on map and coordinates of sector must be set in its profile
and map changes only get applied if never been to sector (true for anything, not just vehicles)
No need to register .sti
If editing .sti result in changed position, etc you may need to correct the offset (x/y)
same with .jsd, if the offset is mismatched it may result in graphics mercs can walk right through like thin air and so on
Also keep in mind to adjust number of vehicles in ja2options.ini
[Updated on: Sun, 02 June 2024 21:28]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Editing tileset .STI crashes the mapper.[message #366138 is a reply to message #366136]
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Sun, 02 June 2024 21:47
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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Well, if it's not a real vehicle, it's just the same as any obstacle placed on map (like any rock, wall, whatever)
And yes, different background colours ain't a good idea if you use them in the same .sti
That colour is the transparent colour used in palette
Using different colours in different .sti shouldn't be an issue
But I don't think it would result in crashes, but you'll see odd outcomes on map (if the colour is not exactly the transparent one, it won't be, hm, transparent on map)
You may want to check where (which slot) in mapeditor you placed it and how big it is. If it's too big, you probably need to span it over several graphics (.sti)
Hawkeye placed an example of a spanned vehicle (that incredible good looking truck/tanker/tank lorrie) he used in VR (another mod, based on 7609 not recent 1.13)
And if you place too much in a section, it may cause trouble in mapeditor (iirc, hawkeye has detailed how much fits which section in his guide)
[Updated on: Sun, 02 June 2024 21:57]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Editing tileset .STI crashes the mapper.[message #366140 is a reply to message #366138]
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Sun, 02 June 2024 22:07
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Marcus |
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Messages:109
Registered:November 2014 |
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I simply added indoor fireplaces to an existing set of outdoors furniture becouse of lack of slots in the editor. I still have to test that. I'll try tomorrow.
By the way, yes, I noticed some odd behaviour when adding too much stuff in a section.
Adding colour: some 20 years ago I played a while with Fallout 2 mapper. You had ALL scnery objects at your disposal in ANY map. Now, imagine a mapper with an infinite scrolling bar of some 25k scenery pieces NOT organized in any way.
Aaahh, those were the times..
[Updated on: Sun, 02 June 2024 22:17] Report message to a moderator
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Sergeant
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