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Old 07-13-2008, 11:28 PM
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hiscosmicbunny
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Elemental
 
Join Date: Apr 2008
Location: Somewhere over the rainbow, UK.
Posts: 555
Default Re: teleport tex. question for enumaelish world map..

I have made some progress, but i am now about to give up, as I cant do it. The 'add to zone' trick worked. But I cant get more than one zone on one teleport map in the game. And it's doing things that I don't understand. I've created one bar-button on the top and called it Baalbek, and there's nothing on that map, then there's another map as 'orient', and that shows my zone Babylon. as an eye-button. It's so confusing.

How did you manage to get your custom world maps into the art manager database? i.e you use a ''...'' on the teleport world map to get into the tex files, I've asked a similar question over on the skins forum.. as it's totally perplexing to me..
I can understand how to do it, but the art manager crashes when I try to build on the tex. in the assets window, and that's the only way I can think of that might get the tex into the tex. lists.




Quote:
Originally Posted by kreeloo View Post
I had the same problem with the 'add to zone' function. I've fixed it with a few tries and I've updated the procedure on the TQ Mod wiki:

go to the Step 7 - World Editor - The Zone view

I've recently used this procedure to update my teleporters and the world map for Tormentress and it works perfectly.
The TQIT editor seems to use the *.dbr found in the basic database.arz for a part of its functions (unlike the new items and creatures/npc/etc). It sometimes appears to be quite 'paranormal' so we surely need to link our minds together

I hope it will solve your problem.

Last edited by hiscosmicbunny : 07-14-2008 at 01:49 PM.
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