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The Unliked One...

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Everything posted by The Unliked One...

  1. http://img52.imageshack.us/img52/6416/73131595.png More shiny stuff with 90% less misplaced edges. It's not a wallpaper I know but if people really do want it then I might consider it perhaps with proper background and effects even.
  2. ffs, this webpage always gives me 404 when I try to enter yet I can get in with proxy. Sigh anyways the image is pure black and white. Shouldn't be any problems with contrast. I found out that images over 800x800px don't work anymore, just prints out as a square full of tiles. Also the lvz and map thing, looks like I just need to disable the lvz view to get it to save I think.
  3. Seems like Picture to map is failing also, fills the whole image with tiles, not the highlights of the image. :/
  4. If you have lvz on a map and you save the lvl gets corrupted and it shows up a error msg. Once you save the lvz file seperately and delete it, it allows you to save the map aswell. Also I don't know if dcme has a new bug or is it my Windows 7 that I'm running currently. Spoiler! --Click here to view--24.1.2009 13:38:44 --- DCME ready#Unliked20.lvl @ SaveMap, saving map... D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl #Unliked20.lvl @ Flags = 65535 #Unliked20.lvl @ SaveMap, D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl exists, checking for .bak file #Unliked20.lvl @ SaveMap, opening D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl for binary as #2 #Unliked20.lvl @ SaveMap, bitmap header position: 1 #Unliked20.lvl @ SaveMap, bfReserved1 set to: 145976 (145976) #Unliked20.lvl @ eLVL.PutELVLData, Saving Hashcode 3376EDEA at 145989 #Unliked20.lvl @ eLVL.PutELVLData, Saving LVZ '#unliked20.lvz' at 146005 *** Error 9 (Subscript out of range) in frmMain0.SaveMap D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl 65535 --- Mbox prompt --- DCME - Error 9 (Subscript out of range) in frmMain0.SaveMap D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl 65535 If the error persists, please post your log file (dcme.log) at http://www.ssforum.net in the DCME board.;48 --- Mbox result --- DCME - Error 9 (Subscript out of range) in frmMain0.SaveMap D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl 65535 If the error persists, please post your log file (dcme.log) at http://www.ssforum.net in the DCME board.;1 --- Mbox prompt --- Confirm overwrite - D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvz already exists. Do you want to overwrite it?;36 --- Mbox result --- Confirm overwrite - D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvz already exists. Do you want to overwrite it?;6 --- Mbox prompt --- Confirm Delete LVZ - Delete #unliked20.lvz and all its files, image definitions, map objects and screen objects?;36 --- Mbox result --- Confirm Delete LVZ - Delete #unliked20.lvz and all its files, image definitions, map objects and screen objects?;6 #Unliked20.lvl @ SaveMap, saving map... D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl #Unliked20.lvl @ Flags = 65535 #Unliked20.lvl @ SaveMap, D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl exists, checking for .bak file *** Error 70 (Permission denied) in RenameFile (D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl,D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl.bak) at line #Unliked20.lvl @ SaveMap, opening D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#Unliked20.lvl for binary as #3 #Unliked20.lvl @ SaveMap, bitmap header position: 1 #Unliked20.lvl @ SaveMap, bfReserved1 set to: 145976 (145976) #Unliked20.lvl @ eLVL.PutELVLData, Saving Hashcode 3376EDEA at 145989 #Unliked20.lvl @ eLVL.PutELVLData, Saving LVZ '#unliked20.lvz' at 146005 #Unliked20.lvl @ eLVL.PutELVLData, Rewriting total size: 68 at 145981 #Unliked20.lvl @ SaveMap, total eLVL size returned: 68 #Unliked20.lvl @ SaveMap, New bitmap bfSize: 146044 (146044) #Unliked20.lvl @ SaveMap, BMPData is stored into lvl, starting tile data at 146045 #Unliked20.lvl @ SaveMap, 23434 tiles were saved into lvl. Total file size: 239781 bytes. #Unliked20.lvl @ SaveMap, Closing file #3 --- Mbox prompt --- Confirm overwrite - D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#unliked20.lvz already exists. Do you want to overwrite it?;36 --- Mbox result --- Confirm overwrite - D:\Continuum Tools and Resources\Projects\Pokemon Project\New\#unliked20.lvz already exists. Do you want to overwrite it?;6 #Unliked20.lvl @ mapchanged set to False +++ Closing map #Unliked20.lvl (ID: 0) DCME ended successfully Have fun
  5. Not really development work but who cares Have fun http://img372.imageshack.us/img372/5513/spacescapeivtk0.png
  6. I'm having a few projects that are taking quite alot of time due to the fact that there is nothing to speed it up really. So would it be possible to make a walltileish tool for dcme that would fill certain area or perimeter with a edge tiling. And yes I made pictures to explain it better. http://img523.imageshack.us/img523/4200/suagbys8.png So the system needs to have 12 or 24 tiles depending if you want the insides to go in as well. You would probably paint an area you want to have your tiles in. Probably could use this as a new tool. Have an outlines which would mark the outside area and some bucket to fill the inside area. Then the program would with some magic generate your tiles into the map. The might be few ways to do this and I don't know if they are codable or not but here's what I have come up with. The program could detect the most westernly (or east which way you want it) edge of the area and center itself in the middle of the edge and would start to trace the edge (upward or downward) and look where the edge turns until it completes a circle. Once it finds out what part goes where according to the traces it would place the tiles where they belong. Can explain this better with a picture but I think I would like to get atleast some coder input first if this is actually possible at all. The path of a square only contains curves into the certain direction and no inner corners are needed but more complex shapes needs due to the fact that they have corners both ways. The program would detect the corner where it goes and if it's opposite to the natural way of a square it would know to put in a inner corner (clockwise=outside corner/counterclockwise=inner corner). Sounds pretty complex and that's why I'm not sure if you want to put too much work into a project that's suppose to be free The tiles would be placed on a tileset form just like walltiles but in addition I would like to make the every box exdentable so that you could have tile combos in them. This would not be necessary since you can place those combos once the normal outlay has been done quite fast but it would be a nice addition. And if you would have a 3 tile wall the program on the painting phase would only allow to draw 3 tiles at a time so the wall wouldn't have any weird unwanted parts in it. Ofc options would be great on this. Needs a bit more brainstorming This would be a great addition to a fantastic program already and I bet some would find it quite useful. Also this program could be used outside of dcme also, would need to make lvz with it too so if you could get a sandbox mode too it would be awesome. With the 16x16 tiles but with loads of more tiles
  7. Hmm.. this improvement gave me an idea. What about HUD view too? See how the lvz line up there too. Would save alot time making your HUD pretty and testing for new stuff if the radar near objects are on place and stuff and nothign gets on the way? Just an idea. Edit: Just on the side not.. Any chance you would need icons or graphics for dcme?
  8. Maeby not like that. I have managed to do this for a quite a while now. Opening image editor, new do!@#$%^&*ent 1024x1024px, 1px = 1 tile and away you go. Once done I import it with "picture as tiles" then select the tiles on dcme and use the "Selection as walltiles". If you could make that faster it might just work
  9. Looks like this is coming along nicely And on the helping part, I can probably hit you up with few graphics (looks like only thing you need is a skin so that's fine with me) and for the modules.. I better not touch my fingers on those
  10. Seems like im the only one getting them.. It downloads the update just fine and all but once continuum close i start to get 2 errors, pretty much said on the log below. It keeps coming up and never seems to stop. Pretty much have to end the task to get out. I'm using XP and this started to occur few weeks ago. Spoiler! --Click here to view--14.3.2008 20:53:55 --- Drake Continuum Map Editor (v3.2.0) @ D:\Program Files\Drake Continuum Map Editor\DCME starting...3081144 +++ OtherInstance 0 3081144 +++ Settings loaded frmMain loading Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True +++ Last update: 05-03-2008 - Update period: 2 +++ Searching for updates at http://www.dcme.sscentral.com/autoupdate/dcmeupdate.txt... +++ Latest version available: 3.2.1 (Current version: 3.2.0) +++ Downloading from http://dcme.sscentral.com/autoupdate/dcmeupdate3201.exe to D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe +++ Update files successfully downloaded. +++ Closing map Un!@#$%^&*led 1 (ID: 0) frmMain(0) unloaded +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe frmTilesetEditor was not unloaded correctly. *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) frmCheckUpdate was not unloaded correctly. *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 326 (Resource with identifier 'VERSION' not found) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 326 (Resource with identifier 'VERSION' not found) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 326 (Resource with identifier 'VERSION' not found) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 326 (Resource with identifier 'VERSION' not found) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 326 (Resource with identifier 'VERSION' not found) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load +++ Updating with D:\Program Files\Drake Continuum Map Editor\DCMEupdate.exe *** Error 75 (Path/File access error) in frmGeneral.QueryUnload (update) DCME ended successfully *** Critical error 5 (Invalid procedure call or argument) in MDIForm_Load And after that all it says I have version 3.2.1 but seems like the step option is still missing from my pen tool so meh :/ I guess im having same kind of problem as grazz but w/e.. still posting it here for your headache.
  11. Yeah it only leaves the highlights off (unless the tile has some, I happened to leave it off.. I could have added more highlight with my brush if I inverted the brush and cut off vertical tiles instead of horizontal ones) But yeah I still use ps to make my tiles because it pretty much goes by while editing the lvz anyway
  12. Ok here we go. Made a sligh tutorial for those who don't understand how to cut them out. It might work on DCME too if you could coordinate it to cut off certain pixels and all. Perhaps not the best way though. Download the brush from here: http://www.mediafire.com/?1mju4smhmxr First load the brush ofc. Edit >> Preset Manager... Preset: Brushes >> Load Then.. Visual aids.. AIDS kekeke.... not funny, ok -Make your tiles, only need vertical and horizontal, and ofc the block.. Shouldn't be hard, make horizontal and flip it http://img513.imageshack.us/img513/7108/tsbrush1xg0.png -You copy the vertical tile into a group of 3, guides set to 16px, you probably should know why. Merge the 3 blocks into 1 layer. http://img238.imageshack.us/img238/9629/tsbrush2ul1.png -Then do the same with the horizontal ones (<->) ones, these go on top of the vertical ones. Merge into 1 layer. http://img238.imageshack.us/img238/82/tsbrush3yu3.png -Now you have 2 layers, 3 horizontal blocks on top of 3 vertical ones. Take out the eraser tool, set it to pencil for a sharp cut (brust works too but if i were you pencil gives you a nicer cut.) Erase away! http://img238.imageshack.us/img238/2116/tsbrush4rz2.png And you are done. Really pro photoshooping right there
  13. Actually I have made a brush (Pencil tool <.<) long time ago to cut off the edges. Anyone need it? Just say and I will post it here, It just pretty much cuts off extra pieces of horizontal tiles that are layed on top of vertical ones
  14. Btw grazzhoppa it was me who used the lanc on the poster. Works wonders even though I didn't color it right (didn't want to texture it all over, lazy me) and the engine wasn't right, But yeah they look awesome. I might need all of the ships modeled someday in near future actually, probably should get my lazy !@#$%^&* to work and help you with the modeling
  15. Hmm.. I had my desktop on 16-bit and when I changed it back I didn't even get the error. Works fine now. Thanks You should make dcme handle 16-bit if possible. Cause I often have to switch them around :/ But yeah thanks again
  16. Yeah I got a small (big I dunno) problem. Since I have been loyal to dcme and I love to use it atm I really need some help. So yeah the problem is that when I open a map it looks ok until I zoom all out it's all black. Same with full view radar. I can still work with it and all and it works but then there is another problem with my map that i have never had before. When I open my map (sbcity) it gives me annoying error and I can't do anything to it. If I open it with other program let's say CLT it works fine there so im suspecting that it's on my computer. Log: sbcity.lvl @ OpenMap, Opening Map... D:\sbcity.lvl sbcity.lvl @ OpenMap, Tileset found sbcity.lvl @ OpenMap, Bitmap info header: --- Color Depth: 8 --- Size: 304x160 --- BiSizeImage: 48642 --- Compression: 0 sbcity.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 49852 --- bfReserved1: 49720 (49720) sbcity.lvl @ Openmap, BMPData is read from lvl file sbcity.lvl @ OpenMap, trying to read eLVL data sbcity.lvl @ eLVL.GetELVLData, eLVL header info: --- magic: elvl --- size: 132 --- reserved: 0 sbcity.lvl @ eLVL.GetELVLData, Chunk loaded: DCID (8) at 49733 sbcity.lvl @ eLVL.GetELVLData, Chunk loaded: DCWT (16) at 49749 sbcity.lvl @ eLVL.GetELVLData, Chunk loaded: DCWT (16) at 49773 sbcity.lvl @ eLVL.GetELVLData, Chunk loaded: DCTT (46) at 49797 sbcity.lvl @ Openmap, usingDefaultTileset False sbcity.lvl @ SearchWallTiles, Searching for: D:\sbcity.lvl (walltilepath: D:\sbcity.wtl) sbcity.lvl @ InitTileset, tilesetpath= D:\sbcity.lvl usingDefaultTileset False sbcity.lvl @ OpenMap, tile data starting at 49853 sbcity.lvl @ OpenMap, 229981 tiles loaded. Now at 969781 *** Error 52 (Bad file name or number) in frmGeneral.OpenMap So if anyone can help me in anyway I would thank you for that. I'm hopeless :/
  17. Yeah looks like Bak is gonna win
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