Discussion related to Turbo Sliders and beta version feedback.
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[Qc]FireFly
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by [Qc]FireFly » Mon Jun 04, 2007 7:56 pm
i want to make an obstacle with a car image i cant able to do it

im only able to make the image of the car on my track but this suck , anycar can pass on so its unreal lol
so help me someone

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dby
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by dby » Mon Jun 04, 2007 11:05 pm
You need to make the pat.png indexed and match the colour ID with the proper terrain ID found in terrains.ter (or define your own terrain).
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[Qc]FireFly
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by [Qc]FireFly » Tue Jun 05, 2007 2:35 am
i found the problem for the car but now ...define my own terrain...i did a new tile(like a building) but how i do the obstacle on it ... i was try the same thing like the car Example :
TileDefinition obstacles2.png total-cross.png
Tile 237 0 0 24 24 0 0 48 48
and for my new tile
TileDefinition obstacles2.png cantine.png
Tile 229 0 0 100 100 0 0 200 200
End........ this tile work at 30%..i mean a part of my cantine have an obstacle , the 70% i can drive on it :S
Can u see what i mean
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dby
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by dby » Tue Jun 05, 2007 11:27 am
Why are you using obstacles2.png? That's full of haybales etc, no car or cantine as far as I can see. You need to make your own pattern image that fit your object but half the size, and make sure the colour ID's match the right terrain. Are you using photoshop? Do you know how to make indexed colours?
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[Qc]FireFly
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by [Qc]FireFly » Tue Jun 05, 2007 1:41 pm
yes i have photoshop version 7....and i dont know for the id indexed so tell me about that ....and the pattern its a thing i cant able to make like Exemple......slider.png and slider-pat.png .....its the same thing i want to do with my cantine.png i need the cantine-pat-png....
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dby
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by dby » Tue Jun 05, 2007 8:18 pm
Ok, I'll try to explain. I'm self taught so there might be an easier way to do this. Also I've got an old version in swedish so tools and menues might be called something else. You'll have to figure it out.
First you need an indexed image - either load one of the pattern images or make one: image/mode/indexed. Then choose System palette, now you got an indexed image.
Check the palette: image/mode/palette. First square is index 0, second ID 1, third ID 2 and so on. Click on a square in the palette and you can choose colour if you like, but this doesn't matter really. Copy the hex code (six numbers for RGB, 000000 is black, FFFFFF is white, FF0000 is red, 00FF00 green, 0000FF blue) for the ID you want to use - check terrains.ter to get the one you need - ID 0 is null, ID 1 is grass, ID 2 is tarmac and so on.
Now exit the palette and go choose brush colour - paste the hex code and click ok. Now anything you draw with that colour will act like the terrain you chose.
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[Qc]FireFly
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by [Qc]FireFly » Tue Jun 05, 2007 11:33 pm
i know where to go now but i try some id like ID 14 = wall and after i put my tile on my track and when i tried on the game , the wall was there but not the like i draw in the photoshop....so i redude the pat image at half of the original tiles 'cantine.png 200x200' so cantine-pat 100x100 and in the game the wall was the same
I tried some other ID and nothing happen that was the same like the wall...maybe i do an error....
reply me or add me on msn
dj_piskoil@hotmail.com
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dby
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by dby » Thu Jun 07, 2007 3:37 pm
ID 14 is oil in the original terrain definitions, so that won't work unless you override it.
I have no idea what you're doing wrong, could you upload your stuff somewhere?
Here's a good guide on how to make tiles:
http://verteksi.net/sliderpoint/guidepoint/tracks/tiles