Red portal 1.13c
Moderators: Nefarius, Havvoric
Red portal 1.13c
Hello,
I would like to remove the cave entrance and reach that area via a red portal. Which is the easiest way to do it?
I read many topics regarding missiles portals but they were not for 1.13c version.
Any suggestion
I would like to remove the cave entrance and reach that area via a red portal. Which is the easiest way to do it?
I read many topics regarding missiles portals but they were not for 1.13c version.
Any suggestion
- Lady Isabelle
- Champion of the Light
- Posts: 326
- Joined: Tue Jul 19, 2011 11:36 pm
Re: Red portal 1.13c
Are you using a randomly generated level or a preset level? If it's randomly generated, copy and paste your desired level. In the applicable Vis columns, have them point to each other. Then set applicable warps to 19. This was still spawn the entrances and exits, but will disable the ability to use them to access other areas. Have your source of spawning portals to point to your original level.
An example of doing this: https://i.imgur.com/CLLYpfY.png Left to right is the vis and warp columns in the nilathak temple tileset. Thanks to marco for the trick
An example of doing this: https://i.imgur.com/CLLYpfY.png Left to right is the vis and warp columns in the nilathak temple tileset. Thanks to marco for the trick
Re: Red portal 1.13c
Thanks for the info.XiresNar wrote: ↑Tue Jul 23, 2019 3:20 amAre you using a randomly generated level or a preset level? If it's randomly generated, copy and paste your desired level. In the applicable Vis columns, have them point to each other. Then set applicable warps to 19. This was still spawn the entrances and exits, but will disable the ability to use them to access other areas. Have your source of spawning portals to point to your original level.
An example of doing this: https://i.imgur.com/CLLYpfY.png Left to right is the vis and warp columns in the nilathak temple tileset. Thanks to marco for the trick
But how to create a red portal in 1.13c and linking it to the desired area?
- Lady Isabelle
- Champion of the Light
- Posts: 326
- Joined: Tue Jul 19, 2011 11:36 pm
Re: Red portal 1.13c
You will have to refer to whatever plugin's readme you're using to see how to implement it. If you aren't using it already, BaseMod has Red Portals you can make with cube recipes.strafano wrote: ↑Tue Jul 23, 2019 8:20 amThanks for the info.XiresNar wrote: ↑Tue Jul 23, 2019 3:20 amAre you using a randomly generated level or a preset level? If it's randomly generated, copy and paste your desired level. In the applicable Vis columns, have them point to each other. Then set applicable warps to 19. This was still spawn the entrances and exits, but will disable the ability to use them to access other areas. Have your source of spawning portals to point to your original level.
An example of doing this: https://i.imgur.com/CLLYpfY.png Left to right is the vis and warp columns in the nilathak temple tileset. Thanks to marco for the trick
But how to create a red portal in 1.13c and linking it to the desired area?
Re: Red portal 1.13c
Is it actually possible to make redportals in 1.13c by softcoding missile.txt and related .txt files?
- devurandom
- Angel
- Posts: 897
- Joined: Sat Mar 07, 2015 9:07 pm
Re: Red portal 1.13c
I think someone else did this in 1.13c, but I don't recall ATM if they had other issues. a problem would still be hardcoded portal name strings. you'd have portals but no name to level, unless its one of the levels with hardcoded portal name string already. If I remember right there was a weird issue going above 0x7F level id with these portal name strings, because the data type is char levelID.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin
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