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| Acmlm's Board - I3 Archive - The Pit of Despair - Blocktool Tileset Help |
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Sparx![]() Waddle Doo Since: 11-18-05 From: San Diego Last post: 5920 days Last view: 5907 days |
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| In Blocktool, is there a way to get the tiles from different tilesets to appear normal? | |||
Xeruss![]() Cukeman Since: 11-18-05 From: Oregon Last post: 5907 days Last view: 5907 days |
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| So your asking if (e.g) you could make a block that you can only find in castles, appear the very same way in a "yoshis house" tileset level, then the answer is no, you need exgraphics or change the tileset.
If thats not what you meant, explain further. |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 5907 days Last view: 5907 days |
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| The SNES doesn't have nearly enough VRAM to display more than one tileset in a single level.
I really don't see what this has to do with Blocktool... |
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Sparx![]() Waddle Doo Since: 11-18-05 From: San Diego Last post: 5920 days Last view: 5907 days |
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| I mean in blocktool, in the castle tiles,or the ghost house tiles, or whatever, the tiles appear glitched as they would if you used them in the wrong tileset. Can I fix this? | |||
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Kailieann Since: 11-18-05 Last post: 5907 days Last view: 5907 days |
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| Okay...
Blocktool doesn't have tilesets. Blocktool barely has a GUI. Blocks can't show up glitched in blocktool, because blocks don't show up in blocktool. Only descriptions of what they're supposed to do. |
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Tatrion <_<; Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| I think he means the Map16 editor. And to fix your tilesets, click the purple poisonous mushroom in the LM toolbar. You can choose what tilesets to use there. | |||
Sparx![]() Waddle Doo Since: 11-18-05 From: San Diego Last post: 5920 days Last view: 5907 days |
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OMFG. I am a stupid moron.I meant YY-CHR. OMFG. ![]() |
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Tatrion <_<; Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| Oh, in that case, you should probably want to change the rendering to SNES 4BPP. The graphics should appear correctly. If you want correct palettes, make a save state in the level you want YY-CHR to render the palettes of, then load that state in YY-CHR. | |||
Sparx![]() Waddle Doo Since: 11-18-05 From: San Diego Last post: 5920 days Last view: 5907 days |
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| I mean the graphics are right, but they appear is if there in the wrong tileset. I.E. The flames from the forest tileset appear as ghosts, even in YY-CHR. | |||
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Kailieann Since: 11-18-05 Last post: 5907 days Last view: 5907 days |
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| Then you're looking in the wrong graphics file. | |||
Sparx![]() Waddle Doo Since: 11-18-05 From: San Diego Last post: 5920 days Last view: 5907 days |
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| If I'm looking at a joined GFX file, would it show the wrong tileset? So if I load a single graphic file, it would appear normal? | |||
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Kailieann Since: 11-18-05 Last post: 5907 days Last view: 5907 days |
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| Graphic files don't have tilesets. They have raw image data. What you see is what you get. | |||
Sparx![]() Waddle Doo Since: 11-18-05 From: San Diego Last post: 5920 days Last view: 5907 days |
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| Well, I fixed it, so...yeah. |
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