Posted by Turbo Pascal on June 06, 2000 at 13:18:49:
In reply to: Bug report TReditor posted by Tomb Biker on June 06, 2000 at 09:23:54:
:I tried now to change it in TREdit but it wonŽt work. I created a new room 4
:exactly the same size than room3 and changed immediately the textures for the ceiling to #0 which
:worked perfectly in gameplay
:but you arenŽt able to change it back.
You are using the "edit room properties" option for to try change the
whole texture ceiling in a already created room.
When a room is created all default textures are asigned, if you
change the texture number in "edit room properties", treditor will
re-assig the textures only if you change the room dimension. (but the work in this room will be lost).
So the way to change the whole ceiling texture in a room is:
-Go to back-front view and select ROW 1.
-Put in the SELECT field how much rows are in the room.
-Put in the Ceiling Top texture field the "0", (or whatever texture you want)
-Press and hold the CTRL key and make right-click on each column for the row #1. (any height is fine)
The CTRL+click is used for re-assign textures to the tiles without changing
the rest info. (left click for floor, right click for ceiling).
the SHIFT+left-click will charge the textures & lights fields with the data for the tile clicked.
:When looked up the ceiling textures for your room2 with the room properties button they are set to
:2500. Changing to the edit mode they are 9999.
Yea, seems that i am using a unsigned field to store the textures number, so when you read back the value it is 99999.
:Is there any posibility to delete unwanted rooms?
yes, it will be but it only will delete from the last room to the first one, because i don't want "holes" in the room list.
Also i want to add the option for Copy a already room with all the work on in
to a new room, (great for alternates rooms), and maybe a way to move it
to other list index position.
:iŽll finish my first test level tonight and probably post it on JHNŽs
:board.
Me too, maybe you can post a "what went right" and
"what went wrong" info , so we can be warned about potential
problems that one can found when make a level.
turbo Pascal.