Author Topic: Walls?  (Read 43738 times)

-Archmage-

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Re: Walls?
« Reply #125 on: 27 February 2010, 19:39:25 »
I'm doing something similar with one of my new mods, that probably won't be released for a few months, the cellmap is a pain the ass!
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John.d.h

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Re: Walls?
« Reply #126 on: 27 February 2010, 19:45:52 »
I always thought cell maps were really easy to do.  What problems are you having with them?

(This might be better continued in a new thread.)

-Archmage-

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Re: Walls?
« Reply #127 on: 27 February 2010, 20:03:45 »
Just to finish the up(sort of...) it's huge, first you have to get the right size(like 27 in my case!), then you have to test it, and you end up with a giant block in the XML of 0's and 1's, and before you finish you'll either be ripping your hair out, screaming at your computer, or saying 'Oh Great' to the wall. :D

PS: This does kinda relate to walls, because wall use cellmaps! ;D
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John.d.h

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Re: Walls?
« Reply #128 on: 27 February 2010, 20:41:12 »
Just look at the model from a top-down view and use the grid lines to figure out where the spaces are.  If it's not an even size, you might have to shift it over by .5 to get it to line up properly.  You can also figure out the cell map before you even make the model if you draw out your concept from a top-down view.  I've found that saves a bit of trouble because I have a reference for where all the openings and doorways go, and already know the cell map.

How about making a big castle that can hold units inside? with cell map of course
I didn't understand what you meant at first, but now I think I do and it sounds kinda interesting.  It would lack a lot of the capabilities that people want from walls, but it might be a good starting point for a tower/keep.  In that case, there would just have to be something telling them that at the 0 spots in the cell map, they should be up off the ground.

 

anything