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GrejmoN
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FF.X-Fi Sk84funPrzemo
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°XX Majkel
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mateusz
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Wysłany: 16 lutego 2008, 23:42 Temat postu: |
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programem RixMix można przestawiać rzeczy, nakładać 1 na 2 itp
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mateusz
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|GT| Crixu
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FF.X-Fi Sk84funPrzemo
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Wysłany: 18 lutego 2008, 15:47 Temat postu: |
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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 (
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
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Wysłany: 18 lutego 2008, 19:17 Temat postu: |
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login mr-siekiera
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