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Missing Content Squad

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DracoHouston

Kolben Developer
Contributor
Some wonderful forums users have been working on fixes to maps and scripts, I am making this thread so there is a single place to talk about fixing missing content. If you let people know what you are working on we can all avoid duplicate work. It would be great if nilllzz could let us know if we are duplicating work he has already done.

Anyway, I'm mostly interested in modding, and my field of expertise is programming (this project has a coder already ;)) but I would love to contribute in some way. The process of porting old content over is nothing but tedious busywork, which requires no skill what so ever, so naturally here are a bunch of gold/silver tile sets I made tonight for areas that have not been made yet.

Azalea Gym and Goldenrod Gym

Bellsprout Tower (Violet City), Burned Tower Floor 1 (Ecruteak City), Cianwood Gym, Ecruteak Gym



Blackthorn Gym


Glitter Lighthouse (Olivine City)

Mahogany Town Gym

Olivine City Cym

Tin Tower (Ecruteak City)


I figure with so much to do, a programmer can't be expected to sit there doing this kind of stuff unless it is necessary, so they probably haven't been done yet (getting the textures onto an image you can use as a texture I mean). I hope these are in some way useful for the construction of future maps. If they are good enough, I would love to see them included in a build ASAP. It would allow people to potentially work on these undone areas before you need to, saving you the work.
 

DracoHouston

Kolben Developer
Contributor
Is anyone attempting to build bellsprout tower? I'm going to take a stab at floor 1 tomorrow using that tile set but no promises on it getting done.
 

DanielRTRD

Webmaster
Administrator
P3D Developer
Contributor
Elite Four
Is anyone attempting to build bellsprout tower? I'm going to take a stab at floor 1 tomorrow using that tile set but no promises on it getting done.
Wow, are you doing everything to help make this game or is it just me? :p
 

Thunderhoof

Trainer
I would love to help but I cant code or anything. Is there a special Programm? It would be great if someone can teach me because i want to support this project as good as i can.
 

DracoHouston

Kolben Developer
Contributor
I would love to help but I cant code or anything. Is there a special Programm? It would be great if someone can teach me because i want to support this project as good as i can.
Anyone can do it, mate. Take a look at the mapping thread, I went through without knowing what I was doing and put together my own little map with grass and NPCs, then another that lets you pick catapie, rattata or pidgey as starters. Mapping, until that editor is out, is done in a text editor, any text editor. The maps are located in /Pokemon/Maps/ as .dat files, these are just text files. Inside are a bunch of tags, the syntax of tags are largely unimportant to someone making a map, you can find similar things from official maps, copy and paste it over, and change the relevant parts of the tag (like size, position, texture etc).

All of these things don't require knowledge of coding, though it might help you understand how the engine might process the data, but hopefully my posts fill you in enough to start.

If that sounds like a bunch of horrible effort, wait for the editor. Honestly, if it wasn't for the fact that I want to make a map with new textures badly to learn more, I would not be bothering to map without an editor. It is really tedious busy work, most of the mapping is not actually hard, it just has to be done. Expect to be editing a number in notepad or whatever, saving, loading the game to see if it looks right this time, closing, doing something, saving, checking it in game to see if it looks right, for about 20+ objects. It's not really that trivial to put together a good map in this but it doesn't take special skills, just basic grasp of 3d space and some maths (mostly addition/subtraction lol, don't worry its easy)
You could probably help making maps when nilllzz releases this: http://pokemon3d.net/forum/threads/126/
That looks good. I hope it comes out in the next build, even if it isn't done yet. a map viewer alone would be helpful for rapid iteration
 

DracoHouston

Kolben Developer
Contributor
This isn't meant to be the 'help me make maps' thread but I'll elaborate on the maths/3d spacial navigation skills required. Like I said, they are simple.

Let's say you're remaking this map like I want to try today

What do we see here? There is a square floor, made of wood, this is the first texture in my tileset. I would tell the map to use the texture bellsprouttower, but only a small part of it, "rect(0,0,16,16)" (basically, a rectangle starting at the top left corner of the image, that is 16x16 pixels, the size and shape of our texture in the sheet).

By measuring the playable area of the map image I've posted (it is from bulbapedia, they have maps for everything but they don't show item locations, only NPC locations) the map is 256x262 pixels. If a tile is 16x16pixels then this map is 16x17 tiles.

In pokemon 3d a unit of measurement of space corresponds to tiles. Think of tiles as your 'meters' and 'yards' while in pokemon 3d. So we need a 16x17 floor with that texture.

Code:
{"Floor"{ENT[{"Size"{intArr[16,17]}}{"Position"{intArr[0,0,0]}}{"TexturePath"{str[bellsprouttower]}}{"Texture"{rec[0,0,16,16]}}]}}
What we have here is a tag, it defines an 'entity' (ingame object, from floors to NPCs, all of them are entities). This entity is a floor, it takes a size in tiles and a world position to start from, again measured in tiles. As this game is fully 3d you can use floating point numbers instead of whole numbers as coordinates. Most warp blocks tend to send a player to 0.1 on the y axis just to make sure they don't get stuck in the floor or something. You are not locked rigidly to the tile grid, but it is the base unit of measurement. You can also use negative numbers as coordinates in 3d space, but NOT as the size. 0,0,0 is simply the middle point, you can go in any direction from there. For example, if you wanted something lower than that floor its position would be something like
{"Position"{intArr[0,-4.2,0]}}

Everything else in the game is defined the same way, read the mapping thread for more detail on those.
 

DracoHouston

Kolben Developer
Contributor

http://dracohouston.net/img/sprouttowerwip1.jpg
http://dracohouston.net/img/sprouttowerwip2.jpg
http://dracohouston.net/img/sprouttwoerwip3.jpg
overwritten my old upload of wooden tower tileset, if you don't see the new one do a full refresh with ctrl+f5

needs the pillar in the middle and it isnt as pretty as i would like.

Also, I got these tall walls with the scale subtag, but to make it draw properly I had to move the wall up 1, but now it doesn't collide, I assume it would collide if my character was up a tile.

Warp blocks are proving a problem, I made the map to match that map, assuming that 0,0 was the top right corner, but I will need to rotate everything 90 degrees to make it so you walk in the right direction when you enter and leave. nilllzz it would be really cool if warp blocks could set what direction to send the player walking in when they exit, and the option to not make them keep walking at all (you don't just walk off a ladder or after you jump down a hole for example)

edit: set it to environment type 3 and the lighting is less harsh and background not blue, much better.
 

DracoHouston

Kolben Developer
Contributor
oh, something else about that map, the entrance from violet send you into the room sideways and the exit sends you out sideways too. The whole thing should really be rotated 90 degrees, it would match the way the textures are in the gbc game more. without an editor that will be a PITA
 

Saruish

Dragon Tamer
oh, something else about that map, the entrance from violet send you into the room sideways and the exit sends you out sideways too. The whole thing should really be rotated 90 degrees, it would match the way the textures are in the gbc game more. without an editor that will be a PITA
Ah hmmm...
 
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