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Tutorial The Glorious Return Of Mapping Thread

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DracoHouston

Kolben Developer
Contributor
The texture I compiled crashes the game if I try to use it. If I rename it to one of the ones that come with the game it still crashes, if i use one that came with the game wtih a different file name it crashes. So much for that :(
 

Saruish

Dragon Tamer
The texture I compiled crashes the game if I try to use it. If I rename it to one of the ones that come with the game it still crashes, if i use one that came with the game wtih a different file name it crashes. So much for that :(
bummer... Well Im nearly done just got to record a few more people then the gym people then it too the mark to record the shoppers.

Edit: When your editing. Try restarting the game inbetween add ons. sometimes you have to do that.
 

DracoHouston

Kolben Developer
Contributor
Further reading shows that the .xnb files are unique to each project, you can generate xnb files with xna game studio, but it will not work with another project. that's really annoying, because unless nilllzz wants to compile things for us or rewrite the game to not use the xna content pipeline (I have no idea if that is even possible) we're stuck with the assets the game comes with. If this were open source it wouldn't be a problem, but there are so many arguments against going open source that i'd never expect to happen lol
 

DracoHouston

Kolben Developer
Contributor
I'm going to make a ton of tile sets and send them to nilllzz because omg i feel so limited right now :(
 

DracoHouston

Kolben Developer
Contributor
Well.. would the npcs still work or only the npcs that come with the game?
As far as I can tell, anything that uses an XNA format it would be very hard, if not impossible for us to add anything without nilllzz helping. If he was willing we could pass him content and he feeds it through the pipeline and sends the files back (or includes it in the next build or something).

Even without this we have full access to scripting and mapping. With any luck we will be able to make our own trainer battles too. There is plenty that custom maps could do. Would really love access to pokemon, move and item data too though. Custom pokemon would have to use one of the included sprite sheets though.
 

Saruish

Dragon Tamer
Well.. would the npcs still work or only the npcs that come with the game?
As far as I can tell, anything that uses an XNA format it would be very hard, if not impossible for us to add anything without nilllzz helping. If he was willing we could pass him content and he feeds it through the pipeline and sends the files back (or includes it in the next build or something).

Even without this we have full access to scripting and mapping. With any luck we will be able to make our own trainer battles too. There is plenty that custom maps could do. Would really love access to pokemon, move and item data too though. Custom pokemon would have to use one of the included sprite sheets though.
Yea like wise. but I'm nearly done in Violet city.
 

Saruish

Dragon Tamer
Well I'm done for now. I got to route 36 and decided to stop at sudowo. That a real good start. yet more to come. I'll save my games. then save my Record file then stop for now.
 

BakaOnibi

Trainer
Donator
DracoHouston: You've been having trouble making your own textures? I haven't had a problem so far.

Testing Screenshot.jpg


Try making the .xnb files with this:
http://sourceforge.net/projects/xnbbuilder/

Set Target Platform to Windows, Target Profile to Reach and select Compress Output.
Press convert and you should be fine.

Your tiles don't have to be 16x16. My avatar is 176x176 and I've tried scaling it.

Here's how to scale something:
Code:
{"Entity"{ENT[{"Scale"{sngArr[2,2,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[0,0.5,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
{"Entity"{ENT[{"Scale"{sngArr[4,4,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[1,4,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
 

DracoHouston

Kolben Developer
Contributor
DracoHouston: You've been having trouble making your own textures? I haven't had a problem so far.

View attachment 35

Try making the .xnb files with this:
http://sourceforge.net/projects/xnbbuilder/

Set Target Platform to Windows, Target Profile to Reach and select Compress Output.
Press convert and you should be fine.

Your tiles don't have to be 16x16. My avatar is 176x176 and I've tried scaling it.

Here's how to scale something:
Code:
{"Entity"{ENT[{"Scale"{sngArr[2,2,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[0,0.5,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
{"Entity"{ENT[{"Scale"{sngArr[4,4,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[1,4,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
I havent had to deal with XNA files beyond a time when I messed around with it for a day or so, so I'm a bit ignorant about what tools are available. Thank you very much for the link. I'll compile those tiles i just made :D I think I have every gym and non-cave dungeon in johto.
 

BakaOnibi

Trainer
Donator
I havent had to deal with XNA files beyond a time when I messed around with it for a day or so, so I'm a bit ignorant about what tools are available. Thank you very much for the link. I'll compile those tiles i just made :D I think I have every gym and non-cave dungeon in johto.
I can't get audio files working with it though and I haven't seen a solution on the forums yet.
I haven't tried compiling textures with XNA Game Studio yet, I might have a look into it, see if I can figure out why they don't work. My initial guess is wrong Target Profile.
 

DracoHouston

Kolben Developer
Contributor
Also, the tiles are 16x16 because that is what the rest of the game is using at the moment, might as well be consistent. I'd love to see someone take on the job of making high res textures and adjusting the maps to use them with the right texture coords. I'd suggest sourcing all textures from hg/ss instead, but this game probably has a better chance of not being cease and desist'd if it uses art from a 90s gameboy colour game instead of a new DS one, lol
 

DracoHouston

Kolben Developer
Contributor
I can't get audio files working with it though and I haven't seen a solution on the forums yet.
I haven't tried compiling textures with XNA Game Studio yet, I might have a look into it, see if I can figure out why they don't work. My initial guess is wrong Target Profile.
Very possible. It seems there is some misinformation out there on the format because it is so ~mysterious~. I ended up reading a bunch of threads about terraria modding (people trying to mod that have the same problem). I saw at least 2 people say the xnbs from other projects dont mix and so on. If a 3rd party tool can do it i'm sure the IDE can lol. having to download the whole IDE to compile textures is a PITA though, using that tool will be easier

edit: added that post to the OP as well as the link to the simple .xnb PNG extractor program I linked earlier, replacing nilllzz advice to try compiling the textures with xna game studio in a windows game project
 
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