creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Help Forum
old
How do people edit/make C1 rooms?   
GimmeCat

GimmeCat
United Kingdom  


  4/13/2016

Okay, I've been (casually) searching up this question for months, and come up with absolutely nothing... which frankly, given the wealth of knowledge built up about our beloved series, I find kind of shocking!

How exactly were people able to create cobs such as these, which edit room boundaries and room-to-room links? How did they find the room IDs and their coords for correct positioning?

As far as I can tell, there is no C1 Room Editor like there is for C2. But there must be some tool out there that people are using, I just can't find it.

I want to create a cob to remove the undersea cart and allow on-foot travel through that passageway. Removing the cart is no problem, but I need to inspect the room situation down there to figure out if there's any gaps to fill.

Thanks for any tips. :]

 
GirlySatan
Devil COBbler

GirlySatan


 visit GirlySatan's website: GirlySatan's Main Page
  4/13/2016

There is an COB called the XY locator that helps you figure out what the x and y are for each room. Basically what Muppetboy did was find out the original room numbers, and stretched them out to the point where he wanted them to be, and removed the extra rooms that used to be there by resetting their numbers as 0 0 0 0. If you look in the COBs code he made to change the rooms, you can see how he changed the rooms boundaries. But fair warning, sometimes I have had rooms that dont quite fit right and I still dont know why it happened. I have the right room locations according to the XY locator, but when it was installed I ended up having weird rooms that dont fit right in the background (like the table in the kitchen, for some reason its off).

You can probably also do it by taking the background map and opening it in paint, and find the number pixel you want to use for the room, because the game basically goes by that. Slink wrote a file about how to make a world that tells you how to make rooms. But in case you are wondering, rooms are defined as left, top, right, bottom, and room type. You can also use "sys: edit left top right bottom" to put a pink box in your defined room to see where it is in game.

I hope I was able to help!


Devilishly Yours,
GirlySatan [devil]

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  4/13/2016

If you would like some more examples of Muppetboy's work, there are some hosted in the misc C1 COBs section. :)

Slink's work is available at TreeSprite's Creatures Grove.


My TCR Norns
 
GimmeCat

GimmeCat



  4/14/2016

Thanks! That is very helpful information.

What about room linkage? In C2, ajdacent rooms are linked with a number from 0-255 which controls whether the border between them can be seen or walked through. Is there any such thing in C1?

Edit: I had to use a host of tools to manually 'feel out' the undersea tunnels. As far as I can tell, there is a large gap between the rooms, which is what prevents travel through the passageway.

I used Rooms Meter combined with XY Locator to guess which rooms I was looking at. I may also need to use Ground Level Meter at some point, as the bottoms of the rooms don't align exactly.


#18: L7560 R8149 (bottom: 1095)
#8: L0314 R5817 (bottom: 1099)

Theoretically, I just need to extend one (or both) rooms to meet at the x0 coord [Edit: there's no x0... it seems to end at x8440 and starts at around x88. Way to make it complicated, Cyberlife!], and then link them somehow. I could also edit #8's Left to a minus number, which might combat any potential world wrap issues?

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  4/14/2016

Room 8 ends right where the world seam begins - I wonder if the reason why it's only traversible by mover is something to do with that?

My TCR Norns
 
GimmeCat

GimmeCat



  4/14/2016

Are you sure? 0088 is the lowest coord XY Locator can find (with 8439 right next to it on the left side). #8 begins further along than that, at 0314.
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  4/14/2016

If you look at it visually (place an object at 0,0, maybe like the strings of cheese) and then drop the seam down through the world, where does it end up at that level? Maybe it has the extra overlap involved to combat the same issues that Moe has described in creating wraparound worlds for C3/DS?

My TCR Norns
 
GimmeCat

GimmeCat



  4/14/2016

Well, I'll have to test that later. Just wiped my saves by accident trying to fix the stupid installation/patching issues. :( RIP months-old wolfling run.
 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  4/14/2016

Oh no :( I'm so sorry that happened!

Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
GimmeCat

GimmeCat



  4/15/2016

Malkin wrote:
If you look at it visually (place an object at 0,0, maybe like the strings of cheese) and then drop the seam down through the world




I'm back up and running. I'd like to test this, but I don't fully understand what you're asking. Specifically, "drop the seam down through the world"?

Also, there is no 0,0 that I can see. It ends at 8439, and begins at 88.

I modified room #18 to extend all the way to 8665 to meet room #8 at 0314. However, now there's a wall and a black hole starting at around 8360 and extending over to where room #8 starts (0314), which doesn't make any sense to me. 8360 isn't where the world wraps (as far as I can tell), nor does it correspond to anything else I've looked at so far. It seems to be an arbitrary wall at an arbitrary place.

Edit: Also tried to extend room #8's Left to x0, but there's an invisible wall at 0314 stopping movement even though I can place objects in the newly extended section.

Why are there invisible walls???


Edit final: Through lots of searching, it appears that Moe might be the only person who knows how to handle the world wrap. I'll ask. :]

 
GimmeCat

GimmeCat



  4/15/2016

Moe didn't know any more than I do. :(
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  4/15/2016

by 'drop the seam down the world' I meant to work out where the seam is at the base. It's easier to see in the clouds because there's less going on.

My TCR Norns
 


downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
1 online
Macoman
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki