Nifflas' Support Forum

Level Editing Support => Saira Level Editing Support => Topic started by: smeagle on December 21, 2009, 13:13:34

Title: Game cache?
Post by: smeagle on December 21, 2009, 13:13:34
Ill let the picture do the talking  X)
Basicly, i made a tileset, and i couldnt go from screen to screen.
I tried diffrent things, but none worked  :sigh:
Then i deleted the floor tiles, and.... bam!!
Halp?

btw why does the filesize limit keep changing?
before it was 1250 ks and now its 500?
Title: Re: Game cache?
Post by: AA on December 21, 2009, 13:34:13
I don't really get what's going on there.

Regarding the attachment size limit, I think it has always been 500 kB, unless something changed with the migration to LPChip's server.
Title: Re: Game cache?
Post by: smeagle on December 21, 2009, 13:38:14
well the pixel art knytt stories (Im gonna make my own graphics! i swear!  :P) boxes are meant to be solid, and nothing else  >(

file size limit said 1250 or somewere there when i was attaching the subliminal messages pic, then it went to 512
Title: Re: Game cache?
Post by: Exp HP on December 22, 2009, 01:58:16
That picture is confusing. X-P
It looks like you're standing on air.


To me, it looks like the game is thinking every single tile is fully solid...
...which may happen if you didn't make a proper tileset mask. ;)
Name a tileset-sized image "(tileset name) Mask.PNG" and color-code it for the collision mask of each tile.
Magenta (RGB=255,0,255) and Transparent are air.  ANY OTHER COLORS ARE SOLID.
Title: Re: Game cache?
Post by: smeagle on December 22, 2009, 03:52:26
That isnt the problem, i had already made the mask so that only the ground bits are solid.
It seems to think that all the pieces that USED to be there are still there  :ohnoes:
If i run around, its still got the same lanscape as lomond  :nuts:
So i am assuming that something is wrong with the tileset as it happened when i put a new tileset  :huh:
ill do some more tests
Title: Re: Game cache?
Post by: AA on December 22, 2009, 08:31:55
If I understood it correctly, you're editing an existing level; I'd suggest you to start from scratch. Anyway, have you added a new tileset to the existing one, or have you replaced it? By that I mean, in Planet.ini, is there more than a tileset? If you haven't already solved it, could you post a screenshot of the editor window?
Title: Re: Game cache?
Post by: smeagle on December 22, 2009, 10:39:10
replaced it, here is a screenshot.
I might try starting from scratch  :sick:
Title: Re: Game cache?
Post by: LightningEagle on December 22, 2009, 11:29:41
Did you notice that Saira tilesets are fairly much larger than KS tilesets? Also if you just replaced the tileset you probably didn't replace the mask tileset which explains why the Lomond landscape still exist behind that chaos.

Did you link the tileset correctly in the planet.ini?
Title: Re: Game cache?
Post by: smeagle on December 23, 2009, 09:19:43
1. yes, i just filled up the first half of the tileset, 2 ks tilesets fit exactly  :nuts:
3. yes  :/
Title: Re: Game cache?
Post by: LightningEagle on December 23, 2009, 10:50:37
hmm.. could you post your planet.ini content?
Title: Re: Game cache?
Post by: smeagle on December 23, 2009, 11:37:28
k!



[General]
Demo Access=F24D8B205861EC7AEA1E27761F4AB775
Initial Pause=500
Initial Pause +Random=500
[Song 0]
File=Music\Bleeps.ogg
Pause=1000
Pause +Random=1000
Volume=100
[Song 1]
File=Music\Short.ogg
Pause=1000
Pause +Random=1000
Volume=100
[Song 2]
File=Music\Long.ogg
Pause=1000
Pause +Random=1000
Volume=100
[Tileset 0]
Image=Tilesets\Grass.png
Mask=Tilesets\Grass Mask.png
Materials 0=X,,,,,,,,,,,,,,¤¤¤¤¤¤,,,,,,,,,,,
Materials 1=,~,,,,,,,,####,¤¤¤¤¤¤,,,,,,,,,,,
Materials 2=,,,,,,,,,,####,,,,,,,,,,,,,,,,,,
Materials 3=,,,,,,,,,######,,,,,,,,,,,,,,,,,
Materials 4=¤¤¤¤¤,,¤¤######,,,,,,,,,,,,,,,,,
Materials 5=¤¤¤¤¤,,¤¤######,,,,,,,,,,,,,,,,,
Materials 6=¤¤¤¤¤,,,,######,,,,,,,,,,,,,,,,,
Materials 7=¤¤¤¤¤¤¤¤,¤¤,,,,~~~~,,,,,,,,,,,,,
Title: Re: Game cache?
Post by: LightningEagle on December 23, 2009, 11:38:43
And now, I know I am demanding, snapshot the tileset folder...  :)
Title: Re: Game cache?
Post by: smeagle on December 23, 2009, 11:45:21
K XD
btw, the white in the tileset is transperant
for some reason, even though not all of the tilset is on the mask, the entire tileset is solid ingame  :huh:
Title: Re: Game cache?
Post by: LightningEagle on December 23, 2009, 13:10:17
hmm.. okay, that is rather strange. :S
Title: Re: Game cache?
Post by: smeagle on December 23, 2009, 13:37:22
wel.... i changed the tileset back to the original, and it started working 8D?
maybe i should try making the mask complete?
Title: Re: Game cache?
Post by: Exp HP on December 23, 2009, 22:32:33
I doubt finishing the mask will make a difference.  Inspecting your screenshots, I'd definitely say you made the mask right, and adding a few white areas on the right shouldn't make a difference.

The problem sure does seem to be the tileset.  Could you please upload the actual file for the tileset you made so we can see your transparency?


As for right now, I'm stumped.  I was about to suggest that maybe the problem is that you have some completely clear tiles (since that doesn't work in KS), but then I tested putting completely clear tiles in my game and it still worked fine.
(Come to think of it, the clear tile error in KS is probably by design, anyways; just there to protect us from accidentally using them in our levels)


EDIT:  By the way, your tileset is working for me (not looking corrupt), but everything is rock solid as you said; the stuff that should be in the background is solid, despite a seemingly fine mask.


I've attached my version of your tileset.
Title: Re: Game cache?
Post by: Nifflas on December 24, 2009, 04:12:22
I haven't checked the file since I don't have photoshop at this PC, but I think the problem is that the mask is saved as a 32-bit png, which stores an alpha channel despite that all pixels are fully opaque. The game will then ignore the magenta and instead consider fully transparent pixels non-collidable.

You need to discard the alpha channel and save it as a 24-bit png file. If you use Photoshop, open your image. In case the name of the layer becomes "Layer 1", it's saved incorrectly. Flatten the image, this should convert it into a background layer that does not support an alpha channel. Now save your file, and it should become a 24-bit png instead of a 32-bit.
Title: Re: Game cache?
Post by: smeagle on December 24, 2009, 04:50:08
Thanks! ill try that!

Edit: Can i be the first to call nifflas a genius?!
Thanks Nifflas!! Now it works! and it also fixed the original problem that i was trying to fix in the first place!  XD
I played it and the game had perfect controls C)p
also the background bits were transparent! WOOT!
it makes it so much easier!
Title: Re: Game cache?
Post by: LightningEagle on December 24, 2009, 10:21:27
I haven't checked the file since I don't have photoshop at this PC, but I think the problem is that the mask is saved as a 32-bit png, which stores an alpha channel despite that all pixels are fully opaque. The game will then ignore the magenta and instead consider fully transparent pixels non-collidable.

You need to discard the alpha channel and save it as a 24-bit png file. If you use Photoshop, open your image. In case the name of the layer becomes "Layer 1", it's saved incorrectly. Flatten the image, this should convert it into a background layer that does not support an alpha channel. Now save your file, and it should become a 24-bit png instead of a 32-bit.

I'm glad to see that Nifflas is willing to spend time helping us getting this editing thing running.  :D
Title: Re: Game cache?
Post by: Nifflas on December 24, 2009, 18:46:25
Yeah, I only said it's completely unsupported so people don't expect that this is something I officially support. I'll try to be helpful though!
Title: Re: Game cache?
Post by: Exp HP on December 25, 2009, 07:07:48
I had noticed that Saira accepted both Magenta and Transparent as non-solid mask tiles, but I didn't realize the two were mutually exclusive (as in, if a mask can use transparent, it can't use magenta).  Thanks for clearing this up!  Now I know not to make the same mistake in my own levels.