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Topic: Gish Editor Help (Read 2030 times)
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The piston will go back and forth that distance.
Green= Seconds per revolution
Every green seconds it will be in the start state again.
Blue= Number of revolutions
NOTE: All Pistons must be attached from the anchor to the object or it wont work!!!!
It will work, but it will use the RGB values of the non-anchor object. Makes perfect sense.
NOTE: All pistons attached to the anchor will be affected in the same way.
NOTE: If the anchor point is linked to a button the piston will wait until it
is activated to move
NOTE: Anchors with pistons shouldnt be used as lights.
You can, but you may not like that the RGB values are shared.
NOTE: Pistons attached to anchors to wheels is hella complicated!
How do you change the tile set?
Drag&drop them in the T screen. You can add your own tiles to the gish/tilexx/texture/ folder. Make sure to follow the exact naming conventions and use 32-bit targas.
How do you creste a platform the moves up and then down forever?
- Create an anchor at (4.5, 8.5).
- Create a block at (4.5, 2.5).
- Set anchor RGB to (4, 8, 0).
- Add two pull pistons from the anchor to the closest corners of the block.
Note: the type of piston is the start position (also, the distance is essentially negated with (half) pull pistons). If the revolution starts at push and ranges 0-1:
- push=0
- half pushed=0.25
- pull=0.5
- half pulled=0.75
Similar to the sodaconstructor but less versatile.
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I rarely check this forum anymore. Feel free to send me a PM if you want my attention.
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Is the block a type 2 object? How does it go through the tiles? Whic pistons and what parameters should I enter? How do you "Set the action of the object you connected the pistons from to the thing you want it to be activated by."? Do you hold down K or something?
Hopyfully I can clarify the docs: Advanced piston editing (not for kids) to edit the length, speed and revolution of a piston go into the object editor select the anchor point that the piston is attached to. Red= Length piston extends or contracts (1=1 tile length) | The piston will go back and forth that distance. Green= Seconds per revolution |
Every green seconds it will be in the start state again.
Blue= Number of revolutions
NOTE: All Pistons must be attached from the anchor to the object or it wont work!!!!
It will work, but it will use the RGB values of the non-anchor object. Makes perfect sense.
NOTE: All pistons attached to the anchor will be affected in the same way.
NOTE: If the anchor point is linked to a button the piston will wait until it
is activated to move
NOTE: Anchors with pistons shouldnt be used as lights.
You can, but you may not like that the RGB values are shared.
NOTE: Pistons attached to anchors to wheels is hella complicated!
What are the numbers for the pistons?
All I know is 6=half-pulled and 8=half-pushed or something.
How do you creste a platform the moves up and then down forever?
- Create an anchor at (4.5, 8.5).
- Create a block at (4.5, 2.5).
- Set anchor RGB to (4, 8, 0).
- Add two pull pistons from the anchor to the closest corners of the block.
Note: the type of piston is the start position (also, the distance is essentially negated with (half) pull pistons). If the revolution starts at push and ranges 0-1:
- push=0
- half pushed=0.25
- pull=0.5
- half pulled=0.75
What are these bolded numbers?
Can you explain what's in Itlaics again please.
I tryed it but it just went up and then down too far which messed up the shape and when Gish jumped on, he flattened into it and was killed when it went down.
Thank you very much for the long reply.I'm sorry if I'm very slow with this kind of stuff.
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Jonathan_NL
Sr. Member
   
Posts: 488
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« Reply #3 on: July 30, 2005, 10:15:57 AM » |
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| Quote (beaver2009 @ July 27 2005,2:29) | | Quote (Jonathan_NL @ July 26 2005,6:23) | The door: - Cut a hole in the tiles where you want the door to go. - Place the door (a block) in it. - Place another object somewhere in the direction it is traveling, past the end point. - Connect them with pistons and set appropriate parameters. - Place a button or area or anything you can activate somewhere. - Set the action of the object you connected the pistons from to the thing you want it to be activated by. |
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Is the block a type 2 object? | Yes. How does it go through the tiles? | It is held back by the lines that you can edit in the tile editor (F2). Press L when not in a subeditor to see the result. Whic pistons and what parameters should I enter? |
Pull or push pistons depending on if you want them to push or pull, with params:
R: how far you want the door to move
G: twice the time you want it to take
B: 0.5
How do you "Set the action of the object you connected the pistons from to the thing you want it to be activated by."?
Do you hold down K or something?
To set the action of an object:
- Select the object.
- Hold K.
- Click on the object you want to be the action.
- Release K.
Hopyfully I can clarify the docs:
Advanced piston editing (not for kids)
to edit the length, speed and revolution of a piston
go into the object editor select the anchor point that the
piston is attached to.
Red= Length piston extends or contracts (1=1 tile length)
The piston will go back and forth that distance.
Green= Seconds per revolution
Every green seconds it will be in the start state again.
Blue= Number of revolutions
NOTE: All Pistons must be attached from the anchor to the object or it wont work!!!!
It will work, but it will use the RGB values of the non-anchor object. Makes perfect sense.
NOTE: All pistons attached to the anchor will be affected in the same way.
NOTE: If the anchor point is linked to a button the piston will wait until it
is activated to move
NOTE: Anchors with pistons shouldnt be used as lights.
You can, but you may not like that the RGB values are shared.
NOTE: Pistons attached to anchors to wheels is hella complicated!
What are the numbers for the pistons?
All I know is 6=half-pulled and 8=half-pushed or something.
One revolution of a piston is:
5: Piston extends distance and retracts distance.
6: Piston extends (1/2)distance, retracts distance and extends (1/2)distance.
7: Piston retracts distance and extends distance.
8: Piston retracts (1/2)distance, extends distance and retracts (1/2)distance.
Where distance is the red value of the object it is connected from.
How do you creste a platform the moves up and then down forever?
- Create an anchor at (4.5, 8.5).
- Create a block at (4.5, 2.5).
- Set anchor RGB to (4, 8, 0).
- Add two pull pistons from the anchor to the closest corners of the block.
Note: the type of piston is the start position (also, the distance is essentially negated with (half) pull pistons). If the revolution starts at push and ranges 0-1:
- push=0
- half pushed=0.25
- pull=0.5
- half pulled=0.75
What are these bolded numbers?
Can you explain what's in Itlaics again please.
I tryed it but it just went up and then down too far which messed up the shape and when Gish jumped on, he flattened into it and was killed when it went down.
The bold numbers are cartesian coordinates. It means 4.5 to the right and 8.5 up.
If a point in the revolution of a push piston starts at 0 and ends at 1, the numbers are the start positions of other pistons.
If a piston travels too far you need to reduce the red value of the object it is connected from (which is the distance it will travel).
Thank you very much for the long reply.I'm sorry if I'm very slow with this kind of stuff.
I have one hint: don't be afraid to try something. Gish won't kill you if you do something wrong.
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I rarely check this forum anymore. Feel free to send me a PM if you want my attention.
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beaver2009
Newbie

Posts: 9
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« Reply #6 on: August 01, 2005, 02:21:54 PM » |
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| Quote (Jonathan_NL @ July 31 2005,2:56) | | Thanks for all the answers. I'm coming up with more and more questions as I delve further and further into the editor.Sorry! I'm trying to make a horizontal platform that moves out then in but I don't know what object to use.No.2 just falls at the beginning and no.3 won't move horizontally.
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beaver2009
Newbie

Posts: 9
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« Reply #9 on: August 03, 2005, 04:45:13 AM » |
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| Quote (DaKiller @ Aug. 03 2005,5:37) | | Quote (beaver2009 @ Aug. 01 2005,3:21) | | I'm trying to make a horizontal platform that moves out then in but I don't know what object to use.No.2 just falls at the beginning and no.3 won't move horizontally. |
You can do it how I did it in one of my Pyramid levels... I had nothing else to do, so I made this image to explain it:
 Also a good chance to show off my l33t spriting skills '>
I don't think I need to explain it more, the image speaks for itself, right? | Thanks very much.I think I understand now. *Goes and tries it*
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Neko244
Jr. Member
 
Posts: 29

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« Reply #10 on: August 05, 2005, 08:22:43 AM » |
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Nice art! '>
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beaver2009
Newbie

Posts: 9
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« Reply #14 on: August 17, 2005, 06:09:41 AM » |
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I made this a few weeks back but then completely forgot about Gish.
I just thought I'd post anyway. Thanks for all the help that allowed me to make these to maps.
Can you find all the secrets?
http://rapidshare.de/files/4071643/test3.zip.html
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