2009-10-23, 01:21 AM
I love your example drawings Todd! What tool(s) do you use to make them? It would take me hours to make something so clear in my photo editor.
I'm not sure if there's a limit on the max XZ size of a map tile, but I've made pieces 5x1 that seem to work properly. One of my water Pieces is 1x3. If there is a limit on the Y size, I would suspect it's the difference between the maximum elevation and the minimum elevation for other map Pieces (AKA very tall)- other than the -10 instant death thing. That can be worked around in most places by setting an invisible Object barrier that prevents the player from touching the 'death' area.
It was just an idea and I haven't done much looking into it, but I believe that the map editor can use at least up to 9999 Pieces. It's the final output map model (mpx file if I remember correctly) that can only have 1000~ Pieces. So, theoretically you could 'auto-carve' a 100x100 grid into 10,000 map Pieces, open and build on them in the map editor, and then auto-stitch them together into 1000 Pieces around 3x3 each for the final 'output' process that builds them into the mpx file. That should avoid the problem of trying to place Objects in 'space' where you can't see the map Piece.
Warp events could be used to link surface areas to large indoor areas which are on separate maps ? that would prevent excessive multi-level complications.
Todd: to prevent chests and other switch events from triggering when the player is on the wrong floor, you can turn the Objects that carry the triggered events on/off depending on where the player is. Since all events are attached to an Object, it should be doable. Just keep them turned off unless the player is on the correct floor. That probably won't work in every situation, but it should work in most cases.
I'm not sure if there's a limit on the max XZ size of a map tile, but I've made pieces 5x1 that seem to work properly. One of my water Pieces is 1x3. If there is a limit on the Y size, I would suspect it's the difference between the maximum elevation and the minimum elevation for other map Pieces (AKA very tall)- other than the -10 instant death thing. That can be worked around in most places by setting an invisible Object barrier that prevents the player from touching the 'death' area.
It was just an idea and I haven't done much looking into it, but I believe that the map editor can use at least up to 9999 Pieces. It's the final output map model (mpx file if I remember correctly) that can only have 1000~ Pieces. So, theoretically you could 'auto-carve' a 100x100 grid into 10,000 map Pieces, open and build on them in the map editor, and then auto-stitch them together into 1000 Pieces around 3x3 each for the final 'output' process that builds them into the mpx file. That should avoid the problem of trying to place Objects in 'space' where you can't see the map Piece.
Warp events could be used to link surface areas to large indoor areas which are on separate maps ? that would prevent excessive multi-level complications.
Todd: to prevent chests and other switch events from triggering when the player is on the wrong floor, you can turn the Objects that carry the triggered events on/off depending on where the player is. Since all events are attached to an Object, it should be doable. Just keep them turned off unless the player is on the correct floor. That probably won't work in every situation, but it should work in most cases.