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Map16 overlapping

Hello,

I am trying to use On/Off Blocks and Rock Climb Blocks. I get them both two work properly in a level, but they seem to use same graphics sources (?), so it's either one working or the other.

Map16 looks like this in one level...




... and like this in the other level:




What can I do to make them both work in the same level?
Make sure you avoid to put both of them onto the same graphics slot so just move the pole somewhere else in the graphics or modify the ExAnimation destination for the P-blocks. You'd also need to edit the Map16 tiles but that should be easy.
Sorry, I am pretty new to all this and I don't understand. #smrpg{sad}

First thing: I forgot the exanimation. I fixed that and now I got the P-blocks working fine in both levels.

But the Map16 slots where my Climb Blocks are still show half of the P-Block as on the right of the first picture. When I load the .map16 of the blocks the two tiles immediately show that half of the P-Block!


What exactly do you mean by "graphics slot"?
I got the P-Blocks in AN2 and the Climb Blocks in BG2.

Thanks for your help!
Originally posted by DasFueller
But the Map16 slots where my Climb Blocks are still show half of the P-Block as on the right of the first picture. When I load the .map16 of the blocks the two tiles immediately show that half of the P-Block!

"edit the Map16 tiles" i.e. just assign the pole or P-blocks a different tile number. They should match them from the 8x8 Graphics Editor, so...

Originally posted by DasFueller
What exactly do you mean by "graphics slot"?
I got the P-Blocks in AN2 and the Climb Blocks in BG2.

I meant the tile number in the 8x8 editor. Currently, the P-blocks are set in the same destination where the pole is located. Either move the P-blocks out of the way (needs to be done in the) or the pole (which requires you to edit the graphics – you can do it in the 8x8 editor or use YY-CHR or Graphic Editor).