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Pokeditor - The P3D map editor | testing build available

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John

Trainer
Ok,I found the bug
The editor has a problem saving entity positions like (1,5 , 4 , 2) ,only works well with integers
 

Splint

Champion
Just something i found out the hard way if your map ends up crashing in game but not in the editor check your lines
for some reason this crashes my game but not the editor:

Code:
{"Floor"{ENT[{"EntityID"{str[Floor]}}{"Scale"{sngArr[1,1,1]}}{"Rotation"{int[0]}}{"Textures"{recArr[[0,0,16,16]]}}{"TexturePath"{str[pallettown]}}{"Collision"{bool[1]}}{"Visible"{bool[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Size"{intArr[16,20]}}{"TextureID"{str[]}}{"Name"{str[]}}{"ID"{int[0]}}{"TextureIndex"{intArr[0,0]}}{"ModelID"{int[0]}}{"Position"{sngArr[-18,0,5]}}{"Texture"{rec[16,0,16,16]}}]}}
{"Floor"{ENT[{"EntityID"{str[Floor]}}{"Scale"{sngArr[1,1,1]}}{"Rotation"{int[0]}}{"Textures"{recArr[[0,0,16,16]]}}{"TexturePath"{str[pallettown]}}{"Collision"{bool[1]}}{"Visible"{bool[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Size"{intArr[16,20]}}{"TextureID"{str[]}}{"Name"{str[]}}{"ID"{int[0]}}{"TextureIndex"{intArr[0,0]}}{"ModelID"{int[0]}}{"Texture"{rec[16,0,16,16]}}{"Position"{sngArr[-1,1,5]}}]}}
And changing that to this:

Code:
{"Floor"{ENT[{"Size"{intArr[16,20]}}{"Position"{intArr[-18,0,5]}}{"TexturePath"{str[pallettown]}}{"Texture"{rec[16,0,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[16,20]}}{"Position"{intArr[-1,1,5]}}{"TexturePath"{str[pallettown]}}{"Texture"{rec[16,0,16,16]}}]}}
Fixes it
So am pretty sure something is not supported in that line in game that is generated by the editor.
 

JojoP

Pokémon Ranger
Is there a way to have a WallBill Object that has 32x32 dimensions ? I have tried scaling it and stuff but it goes in both directions when scaling so that my nice tree is in the ground or floating :/
 

Splint

Champion
can u show a example of what trouble you are having JoJoP?
Trees in the normal maps are 2 seperate entites one for the bottom and one for the top.
 

JojoP

Pokémon Ranger
Left is the method which is used for the normal trees in the game ... they create a gap between the 2 entities.
The middle one is the whole tree but with scale 1.1 ...
The right is scaled 2.2 (also created on Y = 1 rather than y = 0 because the creator crashes when an entities goes into the ground)
http://imgur.com/Vs8RD
 

Splint

Champion
Left is the method which is used for the normal trees in the game ... they create a gap between the 2 entities.
The middle one is the whole tree but with scale 1.1 ...
The right is scaled 2.2 (also created on Y = 1 rather than y = 0 because the creator crashes when an entities goes into the ground)
http://imgur.com/Vs8RD
Strange could u post the editors tag here in a code tag? I have had no problems myself moving entities into the ground i pretty much scale it then reposition it.

Select your entity and use CTRL + C it copies the tag to your clipboard u can then paste it right here pretty handy feature draco thought off
 

JojoP

Pokémon Ranger
The floating one:
Code:
{"Entity"{ENT[{"EntityID"{str[WallBill]}}{"Scale"{sngArr[2,2,1]}}{"Rotation"{int[0]}}{"Texture"{rec[0,0,16,16]}}{"TexturePath"{str[Ilex]}}{"Collision"{bool[1]}}{"Visible"{bool[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Size"{intArr[1,1]}}{"TextureID"{str[]}}{"Name"{str[]}}{"ID"{int[0]}}{"Textures"{recArr[[0,48,32,32]]}}{"TextureIndex"{intArr[0,0]}}{"ModelID"{int[3]}}{"Position"{sngArr[12,1,0]}}]}}
In the ground:
Code:
{"Entity"{ENT[{"EntityID"{str[WallBill]}}{"Scale"{sngArr[2,2,1]}}{"Rotation"{int[0]}}{"Texture"{rec[0,0,16,16]}}{"TexturePath"{str[Ilex]}}{"Collision"{bool[1]}}{"Visible"{bool[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Size"{intArr[1,1]}}{"TextureID"{str[]}}{"Name"{str[]}}{"ID"{int[0]}}{"Textures"{recArr[[0,48,32,23]]}}{"TextureIndex"{intArr[0,0]}}{"ModelID"{int[3]}}{"Position"{sngArr[14,0,0]}}]}}
 

Splint

Champion
Something like this?

Tree.png

Code:
{"Entity"{ENT[{"EntityID"{str[WallBill]}}{"Rotation"{int[0]}}{"Texture"{rec[0,0,16,16]}}{"TexturePath"{str[Untitled]}}{"Collision"{bool[1]}}{"Visible"{bool[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Size"{intArr[1,1]}}{"TextureID"{str[]}}{"Name"{str[]}}{"ID"{int[0]}}{"TextureIndex"{intArr[0,0]}}{"ModelID"{int[3]}}{"Textures"{recArr[[0,0,128,128]]}}{"Position"{sngArr[4.5,0.4,4.5]}}{"Scale"{sngArr[2,2,2]}}]}}
Did not change much scale 2 , 2 , 2 seemed to work out just re-positioned it to 0.4 so the bottom part is in the ground that seems to work for me? if u want a really big tree u could always split it up and divide it over 4 entities 2 blocks below each a corner texture 2 blocks on top each another corner texture then scale those 2 blocks so they occupy 4 blocks on the ground 4 blocks in the air
 

JojoP

Pokémon Ranger
when I type in 0.5 or 0,5 it sets the following variable to 5 ( if I use 0.5) or it says the information is incorrect (if I use 0,5) ...
 

Splint

Champion
Most numbers are separated by comma's i.e 5 , 1 , 5 if u want to use decimals u do 5.5 , 1.5 , 5.5 or even 5.125 , 1.125 , 1.125 it takes some getting used to use comma's for separating and dots for decimals
 
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