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Thralni

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Posts posted by Thralni

  1. What I'm trying to do, is now I'm probably going to work with the remake version of the editor, I also want windows to recognize the graphics I made. So di I only need to convert the graphics to BMP format, and then make an other CMG file with the new BMP formatted graphics with resedit, or do I have to use a comletely other program then resedit?

  2. This is probably a really stupid and unnecesarry question, but what the hel do I care? I'm no trying to convert the graphics I made, so they work on windows. The problem is, I already don't have a clue how to get windows to recognize them, as I made them with appleworks. If someone can give me or give a link to a step by step tutorial or something, that will be great.

  3. Although your question is answered, i thought you might also want to hear this. What you could do, but its maybe not what you want, that you use the call flip_terrain, to swap the closed door with an open door.

  4. I tried it, but had problems with the 3D view. I could press tab until dooms day, but nothing happened. I downloaded it from the link, given on the first page of this topic. I also downloaded the editor from the scenario workshop. I soon discovered that the files were exactle the same, so I just copied all the files of the scenario editor with the 3D view over the other files. Maybe I made a mistake while extracting, maybe I just pressed the wrong key.

     

    It just occured to me I don't have the 3Dwinreadme.pdf.

  5. You know, as much as I appreciate this and find it worthwhile downloading it, I am really getting crazy of the fact that these things aren't made for Mac OS 9!!! My mother has Mac OS X, but I don't want to wotk on her computer (and she doesn't let me). I also have windows XP, but I started working with this scenario on a Mac. (is it possible to continue making a scenario which was first made on a Mac, on a Windows?)

  6. Although I'm a mac user, I think that happened already quite often with the editor. Macinstosh didn't shut the program down (Thank god, otherwise i would have to do all that work again!), but an error of the program itself showed up, saying it didn'r have enough memory, or the graphic the program wanted to acces wasn't there (but it was there). But this isn't a unhandeled exception, is it.

  7. I have tried several times to get to his treasure. Only in Avernum 1 and 2 it worked. In Exile 1 it worked, but in 2 there was this irritating statue. i didn't get to steal the treasure. Everytime the alarm went of and I was cooked by motrax (I did safely steal the treasure of (was it Sulfras?) in exile 1. He did notice it, but I managed to kil him.

  8. YEEEESSSSSSS!!!! I FOUND THE SOLUTION!!!!

     

    I'm sorry. Just got overexcited. It was actually really simple what I did. i just copy/pasted it in an other way. Instead of copying with the grapic's border square a hole lot of white, I put the rectangle with which you select thing ON the border rectangles. THEN I copied it and pasted it. now it came fine in the editor! So for everyone who has this problem, do what I did (I'm so happy that I wouldn't have to change programs or so, that I can almost scream of hapines!)

     

    I do want to thank everyone who cared to post replies. thanks very much!

  9. I tried almost all the advices. I used graphicconverter, but really didn't get how to use it. I tried using resfool, but it only works on Mac Os X, and I have Mac Os 9.2.2. I tried shifting the graphics to the upper left corner, but then the legs of the creature didn't show up in the editor. I don't have any other program then appleworks. I will try finding an other program. Maybe someone can sugest a good (free) program? I will also try to understand graphicconverter. Any way, thanks for the support!

  10. I set the cr_small_or_large_template to 0, that didn't make any difference. When i changed the custom creatures graphic number to a standard graphic number (for example 1500), it was normal.

    So this didn't really help. I hope its not a problem with the graphics, because I worked hard on them.

     

    A second time a compared the the creature graphics made by Jeff, and my own, and they really match exactly, so that really can't be the problem

  11. Okay, so the terrain and custom creatures that i have made, are being recognized bij the editor. Now there is this strange problem: When I put a custom creature in my scenario, it doesn't give a good picture of it, like the other standard creatures. You partly see the creature. Sometimes you also see the separation lines betwee two creature graphics. I have checked that the graphics aren't to big. They are the same size as the custom greature graphics of Valley of dying things. Does anybody know how to solve this?

     

    (I can't show a picture of it. I hope anybody understands the problem)

  12. I have looked in the docs. i searched the forum. Still, I can't find a way, to put a costum item in the resource file "terrain graphics." Now I think of it, can I actually modify this resource file? (I hope you can, because I would have no clue of how to let the editor know that I have a costum terrain type I want to put in the scenario). And I really didn't find anything about this in the docs! confused

  13. Right. OK, that's maybe what YOU want. The animations of the Avernum series I find the best animations there are! I find it kind of relaxing when you know for sure that the enemy won't do anything without you taking your turn first. That is also my biggest objection against Geneforce (although the story is good). About the Mac I agrre with what the others say. if jeff wouldn't make Avernum 4 for the Mac, he would lose quite a few customers. including me!

  14. just wanted to say thanks to kelandon...

     

    and bug you with another question. I try to put beam projectors. how do I get those things on directly when the party enters the twon where the beam projectors are (so how does the power source automaticaly switch on upon enetring town) and how can the party manually turn the beam projectors of.

  15. So I don't put it in the townscript or whatever script, but, let's say that the party when talking to someone learns about the place where it is, I put the call set_town_visibility In the talking node where the party learns about this. Did i gor this straight?

  16. the ones that have read my questions, can conclude that I'm not a hero in scripting. now i encounter another annoying problem. I searched in the docs and found something about my problem, but I didn't quite get it. My problem: I have this cave, which appears only when a SDF flag is set to 1. I used the call

    set_town_visibility(7,1) (Town 7 will be visible). Now i don't know ere to write this call. In the docs this is explained in the chapter about editing towns. So do I put it in the townscript of town 7, or in an other script?

  17. Thanks, now I know more about the teleportation calls. there remains just one thing. if I use the call move_to_new_town, can I have a teleportation flash? Do i have to add extra calls like put_effect_on_char and run_sound 9or something like that)?

  18. I wanted to ask this, because I didn't really understand the docs: Does the call

     

    teleport_party

     

    also function when you want the party to teleport nit to a different location in the same town, but to another town? If not, which call should I use?

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