Canceled TMNT MOD by BeasTie

Project is halted prior to completion and will not receive further updates.
pretty much, but it doesn't have to be perfect, it's just a mission select screen really. I added a few solid buildings already, but it was a tedious and inaccurate.  I was hoping obstats, obeditor or chronotools would help make it easier, but I didn't have much luck. 

tmnt_0169.png


I can get away with them not being totally solid, just block certain spots and the rest is done with layering.  I hoped I could just wall off entire blocks.  I'm not sure it can be done perfectly with isometric view.

Have you noticed there is a collision bug for small objects? like if you try and have small bbox it seems to default to Roel's original barricade obstacle or something.  I noticed this with very small things, like 5x5 objects in another mod. 
 
Thanks guys, I had the map in for a while, but I just started to add colour, it will probably be darker soon.  The main map will be faded out a bit or black and white, as missions unlock buildings or areas will light up, I'll add more colour and details to those parts. 

tmnt_0170.png
 
Regarding the walls on the map,

It doesn't need to be that perfect I think.  I already had some success,  I just need to cover certain areas, the top half have doesn't matter so much, because of layering it just looks like your walking behind the building.  It's not a very big map and it's mainly large blocks, just a few streets.

screenshot from openbor stats
screen.png
 
Ah so that's how the map looks. Looks cool but at same time, it's tough to wallify either with platform or with wall. I'd suggest using wall as you can wallify a whole block in sing.... triple steps
In my mind, wallifying a block in isometric view like this requires at least 2 walls or 2 platforms i.e one at the back and the other at front

I assume you have the cleaned city version right? i.e it's the version without buildings and just showing roads etc. It's much easier to set walls with that
 
Yeah my idea was just make two triangle shaped walls, the tough part is getting it precise.  maxman helped me with a working example  :)
I'm not making a JRPG, it just needs layering and basic collision.
5_30_16_10_32_32_AM.png


Yeah that's what's I have.
maps.png


 
You now know that one of the left side corners and one of the right side corners in the same position (e.g., as in lowerleft and lowerright (or upperleft and upperright) should have the same values while the other is different (starting from lowest to highest values in either upper side or lower side). That's what making a triangle is like. I know you're not good with making precise size, but you need to be aware of both upper side corners and lower side corners of wall(s) if you want to especially create triangles. It can be isometric or not.

This one I made isn't isometric here. But what I made an example for Beastie, is.

Code:
wall 2500 214 53 0 53 167 26 30
wall 2500 240 0 53 167 53 26 30

5_31_16_4_45_53_PM.png
 
Can we declare two platforms for one animation? if so that would be the best idea, I'd only need to get it right for about 3 building types, then cut and paste the rest.

@manman - Yeah I edited your example and was trying shapes like this too.  I should re-post your guides for others.

 
I just tried making two platforms in an animation a moment ago so yeah, it's possible. I thought it was impossible at first until I tested/tried it.

Code:
anim	idle
	loop	1
	delay	120
	offset	149 199
	platform	149 204 -77 -147 191 121 70 130
	platform	149 188 -77 -147 500 500 60 130
	frame	data/chars/misc/plathalf.png
 
Thanks guys.    :)

@maggas, - Actually I'd love a bit of help on these, maxman gave me a guide and some examples to work from, but I'm still not very good at it.  The idea is using two platforms in the building entities, combined with walls on the map (if still needed).  I've just been finishing cutting out the buildings from the map before I kept working on platforms/walls.

map_G.png


Many of the buildings are similar, so I just need to get the common sizes done properly,  then I can copy those settings for the rest.  Then there will just be a just a few unique ones to deal with.

image.png
image.png
image.png
image.png

 
is the player supposed to walk only where the street is, or is supposed to walk in between from buildings too like in between from 5 and 6 and between from 6 and 7 in your image above?
They can walk between areas like you mentioned (5, 6 7 ) there not just limited to the streets.  They just wont be able to pass through solid buildings.  Some sections of buildings there is potential to leave certain parts, so it will allow you to shortcut through behind sections, it will appear your walking though alleys. 

tmnt_0172.png


In this screenshot the background is a darker palette than the buildings, so it's a bit easier to notice.  The trees and street lights are also objects spawned in the map, so the player's can't walk over them.  I just haven't added the tress in the park yet.  The street lights are also animated.  The fence sections might get separated as well.


So, if you can tale me that, then i will need to see the whole original map(just pm me this) and i will need to known the z coordinates (walkable area) you gave to this level.
As soon as I can I will send you the copy of the mod I'm working on, it just has the new map stuff. (Not a huge download. )
 
For building 7, I think you will need 3 platforms for it. 2 triangles and a parallelogram. It's harder to make it precise with 3 platforms than the one I showed you.

Here are ways you can do to make those kinds of shapes but they are not really even. It's just to give you an idea of what I'm trying to show you. You can either add a parallelogram or two triangles first. If you add a parallelogram first, you need to create two triangles in between. If you add two triangles first, you need to space them out for making a parallelogram.

7_5_16_3_07_58_PM.png


Code:
wall 2635 60 35 0 35 80 20 56
wall 2600 80 35 0 115 80 20 56
wall 2600 100 0 35 80 35 20 56

And this one...

7_5_16_3_07_02_PM.png


Code:
wall 2600 60 80 35 80 115 20 56
wall 2600 80 35 0 115 80 20 56
wall 2600 100 0 35 80 35 20 56

I tried to make them the same but I ended up making a little different which I'm not satisfied. ::)

For the first one, I know I said x should have the same values as height and depth. That was for the simple diamond platforms. But this time for 3 platforms, x offset of platforms can have different values from depth and height if you don't want to confuse yourself with the left (upperleft and lowerleft) and right (upperright and lowerleft) corners (as offsets). x offset is the main offset of a wall/platform. Do the walls/platforms very simple. It doesn't have to be just squares.

I thought 6 parameters of platform for entities is outdated. But I'm not sure if it's workable in recent versions.
 
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