bigblue
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Posts posted by bigblue
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i made custom items with my own graphics and want them to be unidentified, so that you have to go to the shop for identification.
my script looks like this:
begindefineitem 446;
it_name = "gem";
it_full_name = "Amethyst";
it_value = 50;
it_variety = 21;
it_floor_which_sheet = 518;
it_floor_which_icon = 0;
it_icon_adjust = 0;
it_inventory_icon = 1;
it_weight = 10;
it_identified = 0;
it_charges = 1;
but they are identified, when the party looks at them. the game tells me "item lore identified some items". is there a way to make my items be unidentified 'til the party goes to a shop for identification?
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you can also put an area description on the spot, the trapdoor shall be, to get the coordinates:Quote:Originally written by Bubbles:
ok one more thing how do i find x and y coordinates? start counting from the center?
use the button "room rectangle", i think, click two times on the field the trapdoor is in and look in the towns menue in area descriptions. there you can read the coordinates and delete the area description, cause you only needed it for getting the coordinates! -
Oh, I didn't metion that I work with photoshop 6.0, not paint!Quote:Originally written by FZ:
Reopen the file in paint
and i know how to change it, my profession are graphics, but i'm not willing to change it... -
the shading looks ok. will you send it to the louvre?
i already thought of doing what you now did, so i think i have not to do it anymore if you make your graphic available.
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i had a similar problem: a perfect blue changed to be slightly purple. icon adjust is ok.
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yes, if you are satisfied with the circumstance that the shading isn't correct anymor!Quote:Originally written by Garrison:
But you could just do a horizontal flip on it, and it should face south. -
thought so, but was not sure.
thx for information.
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i'm using the editor actually on a mac os 8.6. although this is ok with me, i got a new pc with windows xp.
if i now download the editor for my new pc: can i work on on my scenario which i began on my mac? are there any differences?
do i have to change something besides the graphics format?
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ok, seems logical, could have imagined by myself.
that everything i change in the defaults won't do a change for others than me is clear.
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:-(
and my graphic is so good!
ok, i use nearly the same for the main charakter as dilogue graphic, but they are slightly different. i couldn't decide, which one to use for the dialogue, so i thought, the other one would be good as scen icon.
:-(
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can someone help me please?
i try to use my own custom graphic as icon for my scenario. whatever i try, it doesn't appear! i found nothing about this in the docs.
so, my graphic has 64x64 pixels, as recommended, i put it in my resource-file in resedit, gave it the sheet number 520 and told the editor to use sheet 520 for the scen icon. but it doesn't appear!
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btw: the editor floor/terrain graphics are 16x16 pixels in rows of 10 with a 1pixel black frame.
so the row is 18x171 pixel.
edit: if it has one row with ten graphs. it can have more rows.
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You need extra graphics for the editor. the graphics from the louvre are for the game itself and you write a begindefineterrain-thingy in the scenariodata-file. the graphics for the editor are much smaller and are defined there, too.
could look like this:
begindefinefloor 130;
import = 95;
fl_name = "letterfloor";
fl_which_sheet = 515;
fl_which_icon = 0;
fl_ed_which_sheet = 516;
fl_ed_which_icon = 0;
the last two define the graphic for the editor.
you find example of the graphics in Blades of Avernum files/Terrain Graphics
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simple text will do. if the files don't get too long.
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ok, i'm thinking of sending my few custom graphs to TM and to the louvre.
can i sent them as a .sit-file? or does it have to be a .zip?
i'm on mac
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can anyone tell me some more details about it? the olympia link doesn't work, so i can't find out more.
i only figured out, where i should send my graphics, but not in which format (gif/jpg...) and what happens to the graphics? are they published and shared?
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ok, i tried this, but the automatic-email does not work. so i need the email-adress, where i can send them to manually. i don't find it. but i'd like to share the few graphs i created on my own.
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you're right, i forgot about the louvre. what i ever wanted to ask: may i use all of these custom graphs in my scen? and how can i get my custom graphs in the louvre? didn't figure it out yet.
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i think you can get some of the vahnatai-graphics by using the BoA-editor! don't know, if a pc-graphic exists of some vahnatai, though.
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in my opinion, it is the best to go through from 1 to blades, because of the story. but i began with 2 and then 1,3,blades. doesn't matter that much. blades is best in my opinion, cause there are 4 small scenarios, and more coming, instead of one big story. but of the trilogy i think avernum2 is the best.
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it wouldn't have happended to you if you were using more than one save-file. for the future: i save every town i enter with the towns name and a number, ie 001tower of sixus, 002tower of magi etc. outdoors gets the savename 000, which i use very often, especially before entering a new town. so you can always get a short time back and need not starting over the whole game. ok, disadvantage: the saves cost a lot of space on your harddisc (or what is "festplatte" in english?)
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1. you might get rid of the pillar by changing the height. (if you click 2 times in the editor from floor to terrain to height). it shows you the height by numbers, clicking increases the height, option-clicking decreases it) so you can also get rid of the pit in the other dungeons roof
2. the dungeon with the slimes: cause it is based on secret doors, o searched all walls for more of them, could be bigger. and i looked for a wheel or lever to open the gate, which should be well hidden.
3. bandits hideout: it's rather hard to stand directly in the frontline of so many archers, but good: forces player to look for the secret door.
sign: "place items for submission into the treasure room into box"-> is my english too bad or is it an unfortunate expression?
treasure room: it's too easy to get there, only 3 kills -> there should be traps, or the bandits appear, when you open the last box.
and of course i used far sight to see, if you can get behind the walls in the north: you placed the same floor there as in the rest of the hideout, would be better blackness, so nobody would think that there could be secret doors
please correct me, my english is rather bad, if you don't understand me, ask.
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if it's for mac you can send it to me:
die-minor@gmx.de

unidentified items?
in Blades of Avernum Editor
Posted
ok i'll try this. would be nicer if you could adjust the hardiness of identification! but ok, i have to deal with it as it is!