| 08-23-2002, 06:21 PM | #1 |
Guest | I have been playing around with Zepir's mapeditor (an extremely useful tool, thanks Zepir ) and I found a bug or something like a bug... I don't know if blizzard PURPOSELY put it in or if it is truely a bug. Anyways here is the description of the bug. It seems that on every map there are only 2 cliff tiles. But, using Zepir's mapeditor I am able to input over 10 cliff tiles. The only problem is, they all share the same basic layout as the original two. So, for example, when I try to combine a lordaeron summer grass and dirt tile with cityscape square cliff tiles, I get a hybrid and an original. If I use lordaeron summer as the base map "template" when i use the square cliff tile it comes up with some straight wall-ish rock with grass on the edges of the surface. If i use the cityscape "template" the lordaeron grass is a hybrid in combination with the square tile... The problem with that is the shape and build of the cliff tile is LIKE a grass cliff, BUT the surface terrain "wrapping" is the square tile one... Now can someone tell me if they are experiencing the same problems? Is it just me? I can use a multitude of different terrains but I just cant use the cliffs. Also, when I use some of the tilesets that I import using Zepir's Map Editor, the game somtimes crashes. Someone, anyone, please help me out with this problem. I think i will email blizzard about this but I doubt they will recoqnize this problem unless several other do so also, since we are using an outside program to "modify" their mapeditor. On the skeptical side, I would say they would consider it "tampering" not "enhancing". Anyone know if Blizzard authorizes us to use an outside editor or not? Because if they don't I doubt I can email them about it since I cant find the terms of service document anymore... Someone help~! |
| 08-23-2002, 10:26 PM | #2 |
I'm aware of this issue since the day I created the teaser map for my editor. I had to fight it! ;) Anyway, it's definitely a Blizzard problem. On the beta, it was working fine and I could add as many cliffs as I wanted (up to 16 of course). Now they use a different "cliff engine" that only works with the cliffs of the current "main tileset" choosen. I think they did that because of a few WE issues when mixing cliffs types. It mess up everything and you have "no" control on cliffs! which basically sux. It's like the ramp. You can't simply remove a ramp, you have to edit the ground. Usually, 1 cliffs correspond to 1 ground type. Once you got the ground type, the WE adds its cliff. Since you may have noticed you can't remove tilesets with the red square and you can't add tilesets with the red squares because they are linked to a cliff. They did that to make sure you can't add a cliff that is not from the main tileset type. Also, about the tileset limitation on the WE, I think it's a memory problem. It appears to work fine but maybe on slow computers with not a lot of memory, the map may be hard to load... I never had any feedback about that though. (tilesets using 2 rooms are the ones defined by a 512*256 TGA, 1 room == 256*256 TGA) |
| 08-24-2002, 06:38 AM | #3 |
Guest | You think blizzard will fix this? |
| 08-24-2002, 08:15 AM | #4 |
I hope and I think. |
| 08-24-2002, 10:54 AM | #5 |
Guest | Blame Blizzard for his "Nice idea" about tileset conversion (from one map tilset to another) . Really a "good" move. Problem is that its been set in the terrain and cliffs slk. Instead of giving them a seperate model+ appropeiate skins they used a system of ID that determines the cliffs because they Implented the "nice feature" of tileset conversion.... bah.. and would they fix this?...no, unlikely as they would have to tear down the tileset conversion system....and I wont see that happen |
