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Posted on 07-22-12, 06:11 pm (rev. 8 by ImageBot on 11-21-16, 02:13 am)
Birdo


Karma: 2754
Posts: 85/2091
Since: 06-26-11
1. The unused pillar tile in the castle tile set seen in unused level 2 does not show in the editor.
I think this is because it uses a file separate from the tile set.

Could the editor display the pillar?
I think the NSMBe can read the file in the file browser - so there would be no need to have an image packaged with in the editor download.
Its object 61 in tileset 1 (and probably in other castle tilesets)

2.
Could the feature be added to copy map16 graphics from other tilesets in other windows?

When I try to it says "attempt to divide by zero"

3.
Fix this:

This is for all blocks not just the invisible coin block.
Posted on 08-14-12, 08:07 pm (rev. 2 by  Hiccup on 08-19-12, 11:19 am)
Birdo


Karma: 2754
Posts: 119/2091
Since: 06-26-11
4. You can only delete one tile or sprite at a time (you can only delete tiles/sprites with the delete button on the keyboard)
FIXED
Posted on 08-14-12, 08:21 pm
I am random… very random.

Karma: 750
Posts: 87/682
Since: 01-17-12
1.: Yes it is in another file,but I don't know ifthink the editor could display it because the Object 1 Tilesets seem to be 2 different type of files that are together.

2.: Ask  Dirbaio.

3.: I think some tilesets may be linked with some other tilesets.

4.:?
<Silvreus>It has been 1 month, 4 days, 2 hours, 21 minutes and 3 seconds since I last remember being lazy.

Posted on 08-14-12, 08:35 pm
Roy Koopa


Karma: 4011
Posts: 2101/2722
Since: 06-26-11
The stone pillar is in polygon unit folder
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Posted on 08-14-12, 09:05 pm
Birdo


Karma: 2754
Posts: 120/2091
Since: 06-26-11
This isn't a help forum... I made this thread for dirbaio/other devs to look at, I know where the pillar is.
The editor can display the pillar. You can open it in the file browser.
Posted on 08-14-12, 09:17 pm (rev. 1 by  ray on 08-15-12, 12:07 am)
Roy Koopa


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Since: 06-26-11
I know, it was a reply to  Lunarius, I just forgot to quote his post
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See a lots of creative DS Hacking here
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Posted on 08-14-12, 09:31 pm
Birdo


Karma: 3304
Posts: 490/2021
Since: 06-28-11
Posted by Hiccup
1. The unused pillar tile in the castle tile set seen in unused level 2 does not show in the editor.
I think this is because it uses a file separate from the tile set.

Could the editor display the pillar?
I think the NSMBe can read the file in the file browser - so there would be no need to have an image packaged with in the editor download.
Its object 61 in tileset 1 (and probably in other castle tilesets)


I think this might be a little complicated
Given that is a 3D thing, they will need to add the exception for this object. Maybe they can add the pilar image like it is done with the sprites?
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Posted on 08-14-12, 09:44 pm
Fuzzy
Full mod

Karma: 1183
Posts: 462/785
Since: 06-28-11
The unused pillar would have to be added in the same way as the pipes. They're also 3D textures and the editor stores a local copy of them as an image file. The problem is that the code for this only works on the Jyotyu tileset. I really don't want to hardcode a bunch of stuff for this one unused object in one tileset, so I don't think this will be added, sorry.
Posted on 08-14-12, 09:48 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 2275/4457
Since: 06-08-11
Yea, hardcoding stuff is reaally bad

Something we could do is make the pipe graphics be read from the nsbtx files, so if someone edits them, they show up well. That *would* be useful.
Posted on 08-14-12, 09:53 pm
Fuzzy
Full mod

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Posts: 463/785
Since: 06-28-11
Posted by Dirbaio
Something we could do is make the pipe graphics be read from the nsbtx files, so if someone edits them, they show up well. That *would* be useful.

That would definitely be useful if it didn't slow down loading times too much. Perhaps all the pipe graphics could be loaded when the editor is opened, so there is only longer loading times once.
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