Zopto Posted August 2, 2012 Share Posted August 2, 2012 nice i like it wery simple and wery usefull BRAWO! Link to comment Share on other sites More sharing options...
Growlith1223 Posted August 3, 2012 Share Posted August 3, 2012 now you should make it for dx8 since no one uses dx8 most likely now Link to comment Share on other sites More sharing options...
Murdoc Posted August 6, 2012 Share Posted August 6, 2012 Would this work with eo 3.0? Link to comment Share on other sites More sharing options...
Zopto Posted August 7, 2012 Share Posted August 7, 2012 @Murdoc:> Would this work with eo 3.0?nop it use dx7 to show animation if you went it for e.o 3.0 you need to chage code… Link to comment Share on other sites More sharing options...
Wortel Angels Posted August 7, 2012 Share Posted August 7, 2012 ~~Got an Overflow error ???~~Nevermind has nothing to do with this tutorial here Link to comment Share on other sites More sharing options...
Justn Posted August 7, 2012 Share Posted August 7, 2012 Lol I got the same error when I tried to add my weather system which works.. I had sent a pm to the author of this tutorial then realized it was something with the new png tutorial and my weather system not liking it Link to comment Share on other sites More sharing options...
TorenRenne Posted August 17, 2012 Share Posted August 17, 2012 Ok, so I know this is for EO2.3, but I would love to get this into EO3.0I seem to have butchered the code a bit but got it working without errors. The issue I have is it never seems to fire the Render code. I have:```    If GetTickCount Mod 1000 < 500 Then      ' skip tile?      If (.Layer(MapLayer.MaskAnim).Tileset > 0 And .Layer(MapLayer.MaskAnim).Tileset <= NumTileSets) And (.Layer(MapLayer.MaskAnim).x > 0 Or .Layer(MapLayer.MaskAnim).y > 0) Then       If Autotile(x, y).Layer(i).renderState = RENDER_STATE_NORMAL Then          ' Draw normally          RenderTexture Tex_Tileset(.Layer(i).Tileset), ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), .Layer(i).x * 32, .Layer(i).y * 32, 32, 32, 32, 32, -1        ElseIf Autotile(x, y).Layer(i).renderState = RENDER_STATE_AUTOTILE Then          ' Draw autotiles          DrawAutoTile i, ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), 1, x, y          DrawAutoTile i, ConvertMapX((x * PIC_X) + 16), ConvertMapY(y * PIC_Y), 2, x, y          DrawAutoTile i, ConvertMapX(x * PIC_X), ConvertMapY((y * PIC_Y) + 16), 3, x, y          DrawAutoTile i, ConvertMapX((x * PIC_X) + 16), ConvertMapY((y * PIC_Y) + 16), 4, x, y        End If      End If```I kinda butchered the standard rendering code from above. The issue is, it gets to the bolded IF and the RenderState always = 0 instead of 1.**If Autotile(x, y).Layer(i).renderState = RENDER_STATE_NORMAL Then** Link to comment Share on other sites More sharing options...
TorenRenne Posted August 17, 2012 Share Posted August 17, 2012 Ok I have somehow got it working!I had to alter the "RenderTexture" line, and get rid of the "autotile" check. Link to comment Share on other sites More sharing options...
Joyce Posted August 17, 2012 Share Posted August 17, 2012 You shouldn't have to remove the autotile check, since it's still there in EO3.0, just need to change the rendering procedure and calls really. Link to comment Share on other sites More sharing options...
TorenRenne Posted August 20, 2012 Share Posted August 20, 2012 Indeed, it should have no bearing on the situation, however it does. It was never triggering the IF clause and therefore kept skipping it over. Link to comment Share on other sites More sharing options...
Ganjika Posted September 16, 2012 Share Posted September 16, 2012 Is there any other system like this or similarthat -does- work for eclipse origins 3.0 (nightly) dx8? Link to comment Share on other sites More sharing options...
SpiceyWolf Posted September 22, 2012 Share Posted September 22, 2012 On ur issue of needing to delete all of your maps… its REALLY simple and in the past i was angry when i found out how simple it was and people made it out to be confusing and hard...Anyway There is a save map and load map sub...Whatever changes you are making make sure they appear in the SAVE mapand not the load map sub...then run your server... it will convert all the maps for you... then after all ur maps aresaved, go back in the source and make the same change to the LOAD map.Now it will function properly and all your maps are converted.![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) happy playin Link to comment Share on other sites More sharing options...
TorenRenne Posted September 25, 2012 Share Posted September 25, 2012 > Is there any other system like this or similar> > that -does- work for eclipse origins 3.0 (nightly) dx8?All you need to do is alter the code provided. Instead of placing this in modDirectDraw7, place it in the new location DX8 uses and then adjust the Rendering code. Link to comment Share on other sites More sharing options...
Richy420Rich Posted September 25, 2012 Share Posted September 25, 2012 Thanks for the tutorial Link, works good for me on EO 2.0.. Had to convert maps though, great job nonetheless. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
WiseRock Posted March 25, 2013 Share Posted March 25, 2013 Some reason I don't Understand how to convert any help please? Link to comment Share on other sites More sharing options...
hectormousa Posted October 21, 2014 Share Posted October 21, 2014 i can't add that to EO3.0 help please Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now