Yup, as long as the original .html file was overwritten, you should be good. Did the new level show up in the main menu?FrostGrimoire wrote:I'm stuck here... I opened Menu.html with the notepad and made the change, but what do I do from there? I couldn't manipulate the html file so I just ended up saving the altered txt file in the same spot under the same name.
[Tutorial] Creating your first map
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Re: [Tutorial] Creating your first map
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Re: [Tutorial] Creating your first map
Nope. Like I said I just left a totally different file(being the txt file under the same name) right next to the .html file but yeah, nothing. So I instead used an existing level, but strangely enough...Everytime I try to save my progress, NOTHING saves. It freezes for a second after I hit "Save Level" but when I reload it, I'm back where I started. Any idea how to fix this?SteelRaven7 wrote:Yup, as long as the original .html file was overwritten, you should be good. Did the new level show up in the main menu?FrostGrimoire wrote:I'm stuck here... I opened Menu.html with the notepad and made the change, but what do I do from there? I couldn't manipulate the html file so I just ended up saving the altered txt file in the same spot under the same name.
Last edited by FrostGrimoire on Sun Apr 21, 2013 11:25 am, edited 1 time in total.
Re: [Tutorial] Creating your first map
We should double check with Aaron about this, but if you are using SUMLauncher, it might be overriding your menu.html file. We built a dynamic system into the menu which allows us to auto-populate the menu with installed items, but it might be removing the ability to manually add items. Our long term goal is to create our own in game menu system, so we are no longer overriding the main menu, but this might be your issue right now...FrostGrimoire wrote:Nope. Like I said I just left a totally different file(being the txt file under the same name) right next to the .html foulder but yeah, nothing. So I instead used an existing level, but strangely enough...Everytime I try to save my progress, NOTHING saves. It freezes for a second after I hit "Save Level" but when I reload it, I'm back where I started. Any idea how to fix this?SteelRaven7 wrote:Yup, as long as the original .html file was overwritten, you should be good. Did the new level show up in the main menu?FrostGrimoire wrote:I'm stuck here... I opened Menu.html with the notepad and made the change, but what do I do from there? I couldn't manipulate the html file so I just ended up saving the altered txt file in the same spot under the same name.
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Re: [Tutorial] Creating your first map
I clearly remember being able to save another level I was working on, but I can't seem to remember if I used the SUMlauncher or not. I know I wasn't using the SUMlauncher this time, but still...Could be a random thing for all I know.Anton wrote:We should double check with Aaron about this, but if you are using SUMLauncher, it might be overriding your menu.html file. We built a dynamic system into the menu which allows us to auto-populate the menu with installed items, but it might be removing the ability to manually add items. Our long term goal is to create our own in game menu system, so we are no longer overriding the main menu, but this might be your issue right now...
Re: [Tutorial] Creating your first map
It would happen if you ran SUMLauncher version 3 even once.FrostGrimoire wrote:I clearly remember being able to save another level I was working on, but I can't seem to remember if I used the SUMlauncher or not. I know I wasn't using the SUMlauncher this time, but still...Could be a random thing for all I know.Anton wrote:We should double check with Aaron about this, but if you are using SUMLauncher, it might be overriding your menu.html file. We built a dynamic system into the menu which allows us to auto-populate the menu with installed items, but it might be removing the ability to manually add items. Our long term goal is to create our own in game menu system, so we are no longer overriding the main menu, but this might be your issue right now...
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Re: [Tutorial] Creating your first map
So ive done everything up to editing the menu.html. when i add everything, then try to save it, it says "access is denied." help?
Re: [Tutorial] Creating your first map
I think that you get the "access is denied" message because you have installed your Overgrowth into program files folder, it is a bad place to install a game like this, because it is protected folder. The best option for you is to cut and paste the Overgrowth into some other folder or drive like C:/games or something like this. After that, try to edit and save the menu.html file.
Re: [Tutorial] Creating your first map
Thanks for this! Exactly what I needed. Now I'm off to build a map.
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Re: [Tutorial] Creating your first map
hey i have 2 questions:
-where can i specify which weightmap to use / put my own?
-whats it about the normal maps?
seams to always contain the normalmap, but the shadows on my map seam to be fine without
edit:nevermind, found the
tag in another map...
-where can i specify which weightmap to use / put my own?
-whats it about the normal maps?
Code: Select all
<DetailMap></DetailMap>
edit:nevermind, found the
Code: Select all
<WeightMap></WeightMap>
Re: [Tutorial] Creating your first map
Thank you!! very helpful
Re: [Tutorial] Creating your first map
I have a few questions.
1. how do i set checkpoints, i cant find them in the editor ?
2. how can i solve a problem with the "poses", i cant select them i get "bad xml format in Data/ Animations/"?
3. i there a way to reduce the jum heigth ?
4. where can i get snow decals or how can i make them on my own ?
5. In one video i saw a modlevel where you had to bring an "item" in this case a bag to a mark on the ground to finish the level, how dose that work ?
sorry for the english. ^^
1. how do i set checkpoints, i cant find them in the editor ?
2. how can i solve a problem with the "poses", i cant select them i get "bad xml format in Data/ Animations/"?
3. i there a way to reduce the jum heigth ?
4. where can i get snow decals or how can i make them on my own ?
5. In one video i saw a modlevel where you had to bring an "item" in this case a bag to a mark on the ground to finish the level, how dose that work ?
sorry for the english. ^^
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Re: [Tutorial] Creating your first map
1. it isnt there officially, but theres a mod viewtopic.php?f=16&t=14453danielkerm wrote: 1. how do i set checkpoints, i cant find them in the editor ?
2. how can i solve a problem with the "poses", i cant select them i get "bad xml format in Data/ Animations/"?
3. i there a way to reduce the jum heigth ?
4. where can i get snow decals or how can i make them on my own ?
5. In one video i saw a modlevel where you had to bring an "item" in this case a bag to a mark on the ground to finish the level, how dose that work ?
2. doesnt work yet, you have to load them with the load pose in the dialogue tab
3. not really, you could edit the aschar.as file if you know about scripting
4. one is in Data/objects/decals/snow_patch.xml. to make an own one copy an existing decal xml and replace the color and normal map paths to where your image files are at.
5. you have to modify the level xml (i couldnt find out what), then add the victory trigger and your item. i think the winning screen is disabled atm though.
Re: [Tutorial] Creating your first map
The challenge level 12 had this function but since the challange end screen is disabled there is no way to tell that you have completed the challenge.danielkerm wrote: 5. In one video i saw a modlevel where you had to bring an "item" in this case a bag to a mark on the ground to finish the level, how does that work ?
Re: [Tutorial] Creating your first map
It doesn't work for me at all. :/ I select a character, click on the "load pose", select an animation and nothing happen. The Guard (in that case) is still standing straitgh. What should I do ?Thomason1005 wrote: 2. doesnt work yet, you have to load them with the load pose in the dialogue tab
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Re: [Tutorial] Creating your first map
You can only use it if you loaded a dialogue txt and are in dialogue edit mode. You might have to attach the char to the dialogue too.