Closed DemonMage closed 12 years ago
I'll be happy to make the simple changes necessary to world and player loading/saving. But I can't load the visual studio solution and run it without some external projects that aren't included here.
The extra requirements are XNA game studio and BCCL project, which is also on my github.
If you have custom tiles (or replace any tiles), you must add them to the settings.xml file, e.g.
<Tile Id="2" Name="Grass" Color="#FF1CD85E" Solid="true"/>
<Tile Id="3" Name="Grass Flowers" Color="#FF0D6524" Framed="true" TextureGrid="16,20">
I wonder if there's an easy way to choose a color based on the image?
If you are referring to the rendered tile color, you can edit the settings.xml file.
I'm talking about doing something like this: http://stackoverflow.com/questions/6177499/how-to-determine-the-background-color-of-document-when-there-are-3-options-usin/6185448#6185448
To automatically determine the correct color to use in tools such as yours.
Ah, yes this could be done without too much trouble. All of the code for loading the textures and converting them to bitmaps is already in place. It would probably be a one-time generation to update the settings.xml. Most of the current colors are pulled from the other map viewers (Terrafirma,etc) so that they have a similar look and feel. I have some code that extracts tile data for updates and patches, I could add something like this in eventually. However, changing color schemes would break the real-color image schematics.
This is off topic but I'll keep it in this issue for now. Github doesn't have a good way to split issues.
Now I've updated the saving method used in tConfig, and I am back to looking at compatibility with tools again. There is an issue: the ID values will vary depending on the world selected. I can't just update settings.xml once with some new info, it has to be updated every single time a world is saved. So, ideally tConfig would write out an XML file (which contains only the new info, but follows your XML structure) where the worlds are saved, and it would be like "world1.wld.TEdit.xml" - and TEdit would read this XML file appropriately if it is available. If you could make this possible, that would be great. If not, I'm open to other ideas.
I'm opening a new issue for this, please see #236
Have a world with a couple of custom items, but only in players inventories, and I can't get the world file to load. It just crashes around the chest loading stage with this error:
You can find a copy of the world file, and the obj file for the mod here: http://demonmage.com/TEdit-DM-ProblemWorld-01.rar