1

Topic: .rules

Any tutorials on how to make ur own rules for Auto mapper?

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

2

Re: .rules

Not yet.

3

Re: .rules

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..

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

4

Re: .rules

Why not asking this guys if you already know he uses custom rules.

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5

Re: .rules

To be honest.. I dont think he will answer back -.-
But I'll give it a try.
Thanks

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

6 (edited by Dune 2011-08-04 21:32:04)

Re: .rules

You can read this doc: https://github.com/teeworlds/teeworlds/pull/639
It's self explanatory.

Not Luck, Just Magic.

7

Re: .rules

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?

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

8

Re: .rules

I made a quick overview as I had some problems to understand the logic, too.
http://img845.imageshack.us/img845/8443/image1sz.png

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

9

Re: .rules

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|

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

10

Re: .rules

@Landil Why is the y-axis of the coordinate-system inverted?

11

Re: .rules

Slayer *gV* wrote:

@Landil Why is the y-axis of the coordinate-system inverted?

I do not know, but that's exactly the point I stumbled upon.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

12

Re: .rules

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

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13

Re: .rules

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.

Not Luck, Just Magic.

14

Re: .rules

Same here...
Its always top left

15

Re: .rules

Landil: If I remember correctly the automapper supports rotating and mirroring functions. Can you add these to your explanation?

void ..

16

Re: .rules

Blue wrote:

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.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!