So as it stands, we can't organize DMaps. I think it'd be amazing if we could somehow organize DMaps in the way we want. I think a copy/paste option would also be nice, if possible!
Manually move DMaps
#1
Posted 12 September 2019 - 07:03 PM
#2
Posted 12 September 2019 - 08:20 PM
So as it stands, we can't organize DMaps. I think it'd be amazing if we could somehow organize DMaps in the way we want. I think a copy/paste option would also be nice, if possible!
Um... you can already do this?
In the DMap menu press "C" to copy a DMap.
Press "V" to paste that DMap onto any other DMap.
To organize, you have to use blank DMaps.
But most quests have plenty of those.
#3
Posted 12 September 2019 - 09:08 PM
Um... you can already do this?
In the DMap menu press "C" to copy a DMap.
Press "V" to paste that DMap onto any other DMap.
To organize, you have to use blank DMaps.
But most quests have plenty of those.
But that messes with the actual DMap order, unless I'm mistaken?
#4
Posted 12 September 2019 - 09:10 PM
1-20 could be overworld.
20-35 could be a gap.
36-50 could be levels.
51-60 could be a gap.
61-65 could be cutscenes.
And so on.
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#5
Posted 12 September 2019 - 09:12 PM
I think the problem Jared is having is that reorganizing now (when you're far into your project) through copy and paste could mess up things like side and tile warps.
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#6
Posted 12 September 2019 - 09:18 PM
I think the problem Jared is having is that reorganizing now (when you're far into your project) through copy and paste could mess up things like side and tile warps.
This is exactly what I mean. Thanks, Shane. There's far too many DMaps now.
#7
Posted 12 September 2019 - 09:30 PM
I think the problem Jared is having is that reorganizing now (when you're far into your project) through copy and paste could mess up things like side and tile warps.
True.
I'm not sure why you'd want (or need) to reorganize in the first place, myself.
#8
Posted 12 September 2019 - 11:56 PM
It just gets hard to find out where each map is. Like when you need to make a new cave for Hyrule Field, they're all separated on the list. Etc.
#9
Posted 13 September 2019 - 12:10 AM
It just gets hard to find out where each map is. Like when you need to make a new cave for Hyrule Field, they're all separated on the list. Etc.
I'm confused. Are you using separate DMaps for every cave?
I know that when I make my quest; I tend to place houses and caves on the same overworld map.
Then I only have DMaps changes if I want to alter stuff like music.
Or enter a dungeon.
One way I organize my DMaps is by numbering them.
Like Hyrule Caves 1, 2, etc.
I do agree that remembering what goes to where can be confusing at times.
I'm guessing what you're looking for is something where you can simply move the DMap in the list to a new location in that list?
#10
Posted 13 September 2019 - 10:35 AM
I'm confused. Are you using separate DMaps for every cave?
I know that when I make my quest; I tend to place houses and caves on the same overworld map.
Then I only have DMaps changes if I want to alter stuff like music.
Or enter a dungeon.
One way I organize my DMaps is by numbering them.
Like Hyrule Caves 1, 2, etc.
I do agree that remembering what goes to where can be confusing at times.
I'm guessing what you're looking for is something where you can simply move the DMap in the list to a new location in that list?
I like to have separate DMaps for every single cave that way there's no confusion on where the player will restart if they save and quit. That's exactly what I'm looking for.
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#11
Posted 13 September 2019 - 11:25 AM
I like to have separate DMaps for every single cave that way there's no confusion on where the player will restart if they save and quit. That's exactly what I'm looking for.
...
I have no words for this.
...
Ok, I lied, WHY?????????????????????????????????????????????? WTF?
A DMap for EVERY CAVE??????????!?!?!?!?!?!?!??!!?!?!?!?!?!??!?!?
Also, `no confusion on where they will restart`?
??
#12
Posted 13 September 2019 - 11:35 AM
I like to have separate DMaps for every single cave that way there's no confusion on where the player will restart if they save and quit. That's exactly what I'm looking for.
Correct me if I'm wrong but ZC is still limited in the number of DMaps it can have?
I think that limit is either 255 or 512 but either way; this would eat through what was available really fast.
There are scripted ways to control where a player will restart which don't require separate DMaps.
#13
Posted 13 September 2019 - 11:36 AM
...
I have no words for this.
...
Ok, I lied, WHY?????????????????????????????????????????????? WTF?
A DMap for EVERY CAVE??????????!?!?!?!?!?!?!??!!?!?!?!?!?!??!?!?
Also, `no confusion on where they will restart`?
??
What is your other option then?
#14
Posted 13 September 2019 - 11:57 AM
What is your other option then?
...What issues do you have with continuing, specifically? I've not had issues with continue points and caves, ever, that I recall.
#15
Posted 13 September 2019 - 04:51 PM
He makes a DMap for every cave so you can properly Save and Continue in any cave.
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