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map BUG

Posted: 12 February 2008, 16:19
by GrejmoN
Mam pytanie: Niewiem na jakim serverze ale widziałem mapke desert na której otoczenie właziło na trase i snow z czensciam iisland. Jest jakiś poradnik jak to zrobić?

map BUG

Posted: 12 February 2008, 16:28
by Sk84funPrzemo
Ja widziałem że robi tak Zooz i już dawałem o to temat na tmpl, ale raczej nikt z Polski nie wie jak to dokładnie robić tylko Zooz, a wątpie, że komuś powie :P

map BUG

Posted: 12 February 2008, 16:43
by Majkel
Jesatem praiw pewien ze jakiś mod bo raz na tmn jechalem taka trasa :)

map BUG

Posted: 16 February 2008, 23:40
by mateusz
Majkel wrote:Jesatem praiw pewien ze jakiś mod bo raz na tmn jechalem taka trasa :)
To jest pomalowana droga Majkel tylko a w island nieda się czegoś takiego zrobić (chyba że poradzisz się Wicioxa gdzieś...) :lol:

map BUG

Posted: 16 February 2008, 23:42
by siekiera
programem RixMix można przestawiać rzeczy, nakładać 1 na 2 itp

map BUG

Posted: 16 February 2008, 23:42
by mateusz
W TMN ale niewiem jak bandy zwiękrzyć albo odciąc Zapytaj się Wicioxa gdzieś... :lol:

[ Dodano 17 Lut 2008, 0:43 ]
siekiera wrote:programem RixMix można przestawiać rzeczy, nakładać 1 na 2 itp
Wiem ale ja nie mam bladego pojęcia Wiciox Ma np. Bug RUN!

map BUG

Posted: 17 February 2008, 21:18
by Crixu

map BUG

Posted: 17 February 2008, 22:33
by Sk84funPrzemo
Crixu to jeszcze to przetłumacz na polski to będziesz wielki :D

map BUG

Posted: 18 February 2008, 15:37
by Sk84funPrzemo
Kto mi to przełzy na polski daje 2 voty jak na angielski 1 vot. Zgłaszać się! :P Albo nie na polski 4 voty na angielski 2 oo włąsnie ;p

map BUG

Posted: 18 February 2008, 15:47
by siekiera
Bugs Hexadécimaux: Simplification of the process by Skubidou
Kid, if you feel like working with blocks ... Tu raises the block, you directed him, and then asks you where you want to put it ... Winking

-- Opens the map in an editor Hexa, and launches TMU in windowed mode (640 * 480).
-- Changes the height of the block in the editor Hexa (8 height, we see great Mr. Green) and saves the modification in the Gbx
-- Directs the map in the editor of the game, see if this is the block that you wanted to move. Get out of the editor (without touching anything, nothing save)
-- If it is not the right block, hands him the correct height in the editor Hexa, and change the height of the next block. Returns see in the editor of the game, go out without saving, ...
-- Once you find the right block, moves the (x, y) arrange the (rotation, variation). After each modification made in the editor Hexa, and saves the Gbx will see the result in the publisher of the game recharging the map (the publisher of the game serves as a viewer)
-- Then put the right value for Z file permanently block in its place (like a lego winking)
__________________________________________________________
__________________________________________________________
Skateur, Tweety, Refresh, matthias, mappyng were: Eh c'est sympa bugs, then, they have all made, and they dégotés full, which are bugger the game, others triple the difficulty. One day you will know how to do, but saurant the screens, you can learn to be yourself. There apsse time, and some would argue that we are pretentious, they reason.
My mine:

tu sa zdjecia

to jest pomiędzy zdjeciami
Update for review smile. At the end it's been planting the game in general.

a to pod zdjeciami
Of the bugs Hexadécimaux:
.: Titi:. Wrote:
A little over héxadéimal winking:

We expect in the decimal system, ie in base 10.
Our numbers are written style of 1234, for example. But it more concretely:

1234 = 1 x 1000 + 2 x 100 + 3 x 10 + 4 x 1

Either:

1234 = 1x10 + 2x10 ³ ² + 3x10 + 4x10 ¹ º

It's the same with hexadecimal, except that it is by 16 basis instead of being a 10.
Probleme, we have only 10 digits (0 to 9), it is necessary to "invent" other "figures", which gives:

0 -> 9
1 -> 1
...
...
9 -> 9
10 ->
11 -> B
12 -> C
13 -> D
14 -> E
15 -> F

After completing hexadecimal is the same principle that decimal, either:

A6DF = 6x16 + Ax16 ³ ² + + Dx16 ¹ º Fx16

To switch from a decimal 'hexadecimal, it is necessary to find an equivalence as:

126dec = 7x16 + 14 = 7Ehex

It's simple Nan?
It may not leave the calculator windows ^ ^

Quote:
First-value: Rotation of the block.
> The directions are 00 (north), 01 (east), 02 (south) and 03 (west).

Second-value: Position x (relative).
> Limited to 32 to stay in the grid TMU, the higher the value, the greater x is small.

Third-value: Position z, alias altitude block (relative).
> The values are <04 (underground), 04 (On the floor), and> 04 (Air). The higher the value, z is great.

Fourth-value: Position y (relative).
> Limited to 32 to stay in the grid TMU, the higher the value, the greater is small.

Fifth-value: Variations (see especially the block'3 .1.1 'and test values).


Du02 wrote:
Poutrel wrote:
Does somebody make a list of their names and blocks?
Genre:

3.1.1> CliffRoad ... (Finally, I believe Mr. Green)

For desert:
Editor's name in Hex / locator block ingame (detail or area; block placed in what amounts to test> 4 on the ground <
Canyon 1.2 (grade the lowest 3)
ToRock 1.3 (1x1; 5)
Road 2.1.1 (1x1; 4)
Slope 2.1.2 (4)
ClassicStartLine 2.1.3 (4)
ClassicCheckpoint 2.1.4 (4)
StartFinishLine 2.1.5 (4)
ClassicFinish 2.1.6 (4)
Roadlamp 2.1.7 (1x1; 4)
ClassicTurbo 2.1.8 (4)
FreeWheeling 2.1.9 (4)
ClassicJump 2.2.1 (4)
ClassicGtCurve 2.2.2 (4)
GtCurve3 2.2.3 (4)
LoopLeft 2.2.4 (4)
LoopRight 2.2.5 (4)
GarageRoad 3.1.1 (1x1; 4)
GarageSlope 3.1.2 (4)
GarageCheckpoint 3.1.3 (4)
GarageBiSlopeStart 3.1.4 (4)
GarageBiSlopeEnd 3.1.5 (4)
GarageHatSlopeTop 3.1.6 (4)
GarageHatSlopeBottom 3.1.7 (4)
GarageToSlope 3.1.8 (4)
GarageToSlopeMirror 3.1.8 (4)
RoadStraightToGarage 3.2.1 (4)
GarageToRoadAir 3.2.2 (4)
GarageHoleRoad 3.2.3 (4)
GarageHoleSlope 3.2.4 (4)
GaragePillardRoad 3.2.5 (4)
GaragePillardSlope 3.2.6 (4)
GarageSlopeGT2 3.3.1 (4)
GarageSlopeGT3 3.3.2 (4)
GarageSlopeGT4 3.3.3 (4)
GarageSlopeGT5 3.3.4 (4)
GarageSlopeGT2b 3.3.5 (4)
GarageSlopeGT3b 3.3.6 (4)
GarageSlopeGT4b 3.3.7 (4)
GarageSlopeGT5b 3.3.8 (4)
GarageTurbo 3.4.1 (4)
GarageTurboSlopeDown 3.4.2 (4)
GarageTurboSlopeLeft 3.4.3 (4)
GarageTurboSlopeRight 3.4.4 (4)
GarageTurboSlopeUp 3.4.5 (4)
TiltStraightAir 4.1 (4)
TiltCornerAir 4.2 (4)
TiltCornerInside 4.3 (4)
TiltTransitionLeft 4.4 (4)
TiltTransitionRight 4.5 (4)
SpinLeft 4.6 (4)
SpinRight 4.7 (4)
TiltShaped 4.8 (4)
TunnelRoadEntry1 5.1.1 (4)
TunnelRoadEntry2 5.1.2 (4)
TunnelRoadEntry3 5.1.3 (4)
TunnelExit 5.1.4 (3)
* Tunnel è Entry1 .. 5.1.5 (4)
* Tunnel è Entry2 .. 5.1.6 (4)
Tunnel ( `.. Entry1 5.1.7 (6)
Tunnel ( `.. Entry2 5.1.8 (7)
Tunnel ( `.. Entry3 5.1.9 (8)
TunnelRoad 5.2.1 (1x1; 3)
TunnelRoadCheckpoint 5.2.2 (3)
TunnelSlope 5.2.3 (2)
TunnelTurbo 5.2.4 (3)
TunnelRoadGTCurve2 5.2.5 (3)
TunnelRoadGTCurve3 5.2.6 (3)
CliffRoad3 5.3.1 (4)
CliffRoadAir 5.3.2 (4)
X.. Ad 5.3.3 (4)
T.. Ad 5.3.4 (6)
Laces 5.3.5 (6)
LacetsBis 5.3.6 (6)
SaguarosGround 6.1.1 (4)
ClassicsRocks 6.1.2 (4)
Rocks2 6.1.3 (4)
RocksArch 6.1.4 (4)
ClassicMountain 6.1.5 (4)
ClassicPeak 6.1.6 (4)
SandChP point .. 6.1.7 (4)
ClassicContainers 6.2.1 (4)
ClassicBarrels 6.2.2 (4)
ClassicR1 see .. 6.2.3 (4)
PipelineRoad 6.2.4 (4)
ClassicDerrick 6.2.5 (4)
AdvertisD .. 6.3.1 (4)
RoadSignWarnT .. 6.3.2 (4)
RoadSignWrongWay 6.3.3 (4)
RoadSignThisWay 6.3.4 (4)
FreeSignWarnT .. 6.3.5 (4)
FreeSignWrongWay 6.3.6 (4)
FreesignLeft 6.3.7 (4)
FreesignRight 6.3.8 (4)

Note to moderators: I am consciens that the list takes the place feel free to ask how columns whether it is really necessary!




masz na angielski

map BUG

Posted: 18 February 2008, 15:50
by prezes

map BUG

Posted: 18 February 2008, 16:35
by Sk84funPrzemo
dawać loginy obydwaj ;d macie po 2 voty

map BUG

Posted: 18 February 2008, 17:55
by Crixu
Ja tam sobie nic nie tłumaczyłem, tylko patrzyłem na obrazki i bugi mi niezłe wyszły.

map BUG

Posted: 18 February 2008, 19:17
by siekiera
login mr-siekiera

map BUG

Posted: 05 March 2008, 18:37
by GrejmoN
ej podalby mi ktos strone z której mozna tego RixMixa sciongnac?? szukalem w google i nic nie znalazlem

map BUG

Posted: 05 March 2008, 18:55
by siekiera