Posted September 26, 20177 yr comment_13187 The objectivate of this is to take a area and imply water on the ground. This can be done by changing a tiles texture value. I'm releasing because this knowledge could have saved me a lot of time but I couldn't find it anywhere. In ObjectManager search for if(tileX >= 0 && tileX < 104 && tileY >= 0 && tileY < 104) { Add this directly after int absX = (k1 + tileX); int absY = (j + tileY); In the same method you should find something like this if(tileType <= 49) { overLay[tilePlane][tileX][tileY] = stream.readSignedByte(); overlayClippingPaths[tilePlane][tileX][tileY] = (byte)((tileType - 2) / 4); overlayClippingPathRotations[tilePlane][tileX][tileY] = (byte)((tileType - 2) + rotation & 3); } else Before it, we're going to put this. if(absX >= 2679 && absX <= 2684 && absY >= 3714 && absY <= 3718) overLay[tilePlane][tileX][tileY] = 112;
September 26, 20177 yr comment_13191 never knew you were able to do shit like this without a mapeditor. Thanks for the contribution.
October 4, 20177 yr Author comment_13537 On 9/25/2017 at 11:09 PM, Blurite said: never knew you were able to do shit like this without a mapeditor. Thanks for the contribution. your able to do alot of things w/o a map editor if you know where to look.
September 8, 20186 yr comment_22356 Where did you get 112 from? How can I find other tiles? And how exactly do i find the other tiles to use? when i change 112, all i get are black tiles. Edited September 8, 20186 yr by Versatile
January 15, 20205 yr comment_43342 this is freaking dope. Is there other textures that could be implemented?
March 31, 20205 yr comment_49188 Thank you for this! I don't even want to know how long it took you to find this lol
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