The Dink Network

Tile Hardness help

April 1st 2003, 06:49 PM
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Alright, so I'm finally getting back to doing something to my dmod after a year or whatever, and I need some help with the tiles. Now, I was a fool, so I edited just random tiles' hardness, to shape around my houses, but it messed up other stuff, so i just foolishly went around applying this tile hardness here, and another there, it's pretty bad. So I come and look at the stuff here, I see Redink1's rewrite, so I can use that to get back to the original tile hardnesses, and now I have a list of what I should edit this time around, and what to leave.

My question:
Is there a good way to apply all the original tile hardnesses? Is there any good way to get all of the tiles to revert back to their originally applied number? Not sure if this makes much sense, but basically now I have random hardboxes all over the stuff, and I want to just start it all over, but if I delete the hard.dat, I just lose everything. Obviously, I'll still have to edit what I want around houses and so on, but just seeing what I can do as opposed to going through and applying the 0 hard tile to all the spots...
April 1st 2003, 06:59 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I think you just hit delete over the tile that you want to revert back to its original hardness, while in hard-tile mode.
April 1st 2003, 07:05 PM
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Is that in regular DinkEdit? I'll go try it real quick.. if it's WinDinkEdit tho, it won't help me..
April 1st 2003, 07:11 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I think its in both. (tests) Yep.
April 1st 2003, 07:14 PM
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Alright, just tried it out. Thanks a lot.

Now I just have to go to most every map and do that on most every tile (shudders)

I also noticed that I added some tile bmps in bad places, and ended up with automatic hardboxes on them, so I'm wondering what I overwrote.. I'll look into that.

Oh and at a glance, that rewrite of the hard.dat is excelent, great work!
April 1st 2003, 07:15 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
There is one bug that I've been to lazy to fix... its like in the lower-right corner of all of the 'Water' type tiles; there is an odd part that sticks in.
April 1st 2003, 07:24 PM
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Does it really affect anything?

I'll go in and change it anyway, know what number it is?

*edit* hrm.. I just looked at them and didn't see a problem.. the edge of the water?
April 1st 2003, 07:57 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
It isn't a big bug... don't worry about it. I may have fixed it, I forget things.
April 3rd 2003, 06:48 PM
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Alright, so here's where I'm sitting.

I loaded up the new hard.dat, then went through my whole dmod and pretty much hit the delete key on every part of every map.. it was really messed up.. so now that's good.

I also have a bunch of new tiles, so I'm now sticking what I can onto the blank space left in most of the original tile bmps.

Now, Redink, is there a good way for me to copy over the generic pit hardnesses you talk about in the hard rewrite readme over to my new tiles?

Basically, I don't want to remove any of the original, but I have something shaped just like the pit, so it could use the exact same hardnesses as the rest. So, is there a way to asign the hardness for the rest of the tile bmp that I'll be filling, or do I have to copy over the hardness squares within the editor for every single spot I use the new sutff in?

Wow I hope you understand that, I'm not sure I do.
April 3rd 2003, 06:49 PM
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Oh, and one more.

Can you add to the water and fire tiles, or would those then cycle through, like the water and fire?

Or could I just not use the first water and first fire, but use the rest?
April 3rd 2003, 08:05 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Can you add to the water and fire tiles, or would those then cycle through, like the water and fire?

Yes, they'd cycle through

Or could I just not use the first water and first fire, but use the rest?

Yes, that would work.
April 3rd 2003, 08:46 PM
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Alright, thats good, I have plenty of room for tiles then..

What about applying the propper hardness box? Would I just have to do it manually each time i do it?
April 4th 2003, 09:25 AM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Yes, but with WDE (I don't remember how dinkedit does it...that always confused me) you can copy the hard tile and hit d over the new tile selected and it will make it default (you can also do this by right clicking). Note to people reading this. If you do not have version 1.4 Beta 1 or above, the feature is not there.
April 4th 2003, 01:40 PM
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Ok, thats awesome that you can set the default. That makes it a TON easier..

I also went through last night and combined a lot of tiles that could have been.. like all the different colors of stone ground onto one, and things like that.. freed up a lot of space.
April 4th 2003, 03:18 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Good to hear.
April 4th 2003, 04:28 PM
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Yep, it seems to be working perfectly WC. So easy too, just hit 'c' over one, then 'd' over the other, and now all my new tiles are using all the hardboxes redink did.

Oh, and redink, the tile you said was bad was in the bottom right corner of the ice/snow tile set.