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Staredit Network -> StarForge -> Doodads are Cut-Off and Destroyed!
Report, edit, etc...Posted by Mp)3 on 2005-01-27 at 02:05:42
Is this just me or is it ALWAYS, ALWAYS the same thing? Is it possible to toggle the doodad -> terrain auto command OFF? Cause then everytime I do terrain editing, I need to REDO everything. Or recreate the .chk with SCMD2. HELP!
Report, edit, etc...Posted by Moogle on 2005-01-27 at 06:29:52
Do you mean when you play map, only half a doodad? When that happens i reload map in SF or SCMDRAFT, then resave it and reloads the doodads =/
Report, edit, etc...Posted by GaMiNgLoRd on 2005-01-27 at 07:08:11
i have the same problem, but when i reload it into those they don't go back to normal
Report, edit, etc...Posted by Heimdal on 2005-01-27 at 09:01:48
Doodads in SF are nothing more than terrain and sprites. I don't really know what you mean by "after you do terrain editing." If you edit the terrain where a doodad is, naturally it will disappear.

As for adding sprites to doodads, simply enable snap to grid and place the sprite from the correct folder on top of it.
Report, edit, etc...Posted by Nozomu on 2005-01-27 at 12:18:52
You can use SCMIE to save the sprites section and reimport them after you are done working w/ Starforge. You can even superimpose any new doodads/sprites you added over your old doodad template whenever you update it.
Report, edit, etc...Posted by chuiu on 2005-01-27 at 12:49:22
Heimdal, when you save your map in Starforge, it saves a doodad as terrain + a sprite. Since editors like X-tra and StarEdit don't have a sprite layer the next time you open it up in an editor that can place doodads you get the error:

"This scenario contains 1(or more) obsolete or misplaced doodads that have been removed."

Thus cutting the doodads in half. (you see half a tree, etc)
Report, edit, etc...Posted by Deathknight on 2005-01-27 at 13:10:29
It's not cutting the doodads in half. It's removing the sprite and leaving the terrain, as it should. I see no problem whatsoever. It's doing what it was designed to do, this is not a Starforge bug.
Report, edit, etc...Posted by Heimdal on 2005-01-27 at 19:06:59
There are a lot of reasons why you should use Starforge last. This is one of them.
Report, edit, etc...Posted by chuiu on 2005-01-28 at 03:24:55
Yes, unfortunately I have to move back and forth between editors to make sure everything fits right throughout the entire maping process. It's fine though, Starforge is still a blessing.
Report, edit, etc...Posted by Clokr_ on 2005-01-28 at 07:32:03
Download a program called SCMIE. Export sprites with it after working with SF and reimport them after working in X-tra.
Report, edit, etc...Posted by Felagund on 2005-02-01 at 14:38:02
Clokr that was already posted. Why would you use SF last? I use it first.
Report, edit, etc...Posted by AqoTrooper on 2005-02-01 at 14:57:29
QUOTE(WoA-Felagund @ Feb 1 2005, 10:38 PM)
Clokr that was already posted. Why would you use SF last? I use it first.
[right][snapback]136478[/snapback][/right]

because if you use other editors than SF and you use SF first you might later not be able to open some of the information you saved and lose it.
The best is to start with less powerful editors like Xtra, that can still be useful to place isometric terrain (since SF sucks with any not-square terrain) and only in the end when you do unit placement and triggers go to SF.
Report, edit, etc...Posted by dust_core on 2005-02-02 at 20:27:45
hu???
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