Topic: .rules
Any tutorials on how to make ur own rules for Auto mapper?
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil
You are not logged in. Please login or register.
Teeworlds Forum → Support → .rules
Any tutorials on how to make ur own rules for Auto mapper?
Not yet.
Can you teach me how to? Or atleast make a guide for us people? Cause I saw some guy making a custom Rules for a tileset.. I can post the link if you want?
I believe his the first one to make a custom one..
Why not asking this guys if you already know he uses custom rules.
To be honest.. I dont think he will answer back -.-
But I'll give it a try.
Thanks
You can read this doc: https://github.com/teeworlds/teeworlds/pull/639
It's self explanatory.
How do I know which one is the Base tile? Is there some sort of Tileset editor program where there is grids so I can see which tiles that are number 1, 2, 3, 4 etc?
I made a quick overview as I had some problems to understand the logic, too.
Okay thanks alot.
Also there seems to be a bug in the Auto mapper. When you put ur tiles all the way out to the sides..
Lets say the map was 60 x 60 big..
And you put standard tile in the bottom like ground..
Which will look like this
The S' is the ground
|------------------------------|
| |
| |
| |
| |
| |
| |
|SSSSSSSSSSSSSSSSSSS|
|SSSSSSSSSSSSSSSSSSS|
And you put it all the way out to the sides..
5x big and 60x width
And hit automap..
The Auto mapper skips the 2 sides.. 1 and 60.
and the bottom 60 down
It will look like this:
X indicates standard tile.
|------------------------------|
| |
| |
| |
| |
| |
| |
|XSSSSSSSSSSSSSSSSSX|
|XXXXXXXXXXXXXXXXXXX|
@Landil Why is the y-axis of the coordinate-system inverted?
@Landil Why is the y-axis of the coordinate-system inverted?
I do not know, but that's exactly the point I stumbled upon.
it is always inverted in tw since the first index is top left and the last bottom right in everything beginning with opengl which does the rendering itself ^^
maybe it should be inverted for the rule files to make it more human friendly
It's only in maths that you represent the (0,0) at the bottom left. In all the mapping programs I've seen, the (0,0) point is at the top left, and there is no reason for the automapper to make an exception.
Same here...
Its always top left
Landil: If I remember correctly the automapper supports rotating and mirroring functions. Can you add these to your explanation?
Landil: If I remember correctly the automapper supports rotating and mirroring functions. Can you add these to your explanation?
It only supports XFLIP and YFLIP, rotating is not supported.
Teeworlds Forum → Support → .rules
Powered by PunBB, supported by Informer Technologies, Inc.
Currently installed 3 official extensions. Copyright © 2003–2009 PunBB.