I hate this question....OK. Where should I begin...
Go to "edit level info" and learn all this vocabulary:
FG Tileset Res ID: ID from the Spirte file of the FG Tileset you wish to use
BG Tileset Res ID: ID from the Sprite file of the BG Tileset you wish to use
Can't tell a FG from a BG tileset? It really doesn't matter but when you change tilesets you do NOT change definitions so don't switch FG for BG. BG tiles will have liquids in them and a lot less ground tiles.
FG Pattern Res ID: ID from the Sprite file of the picture you wish to use to fill in ground tiles for areas of at least 2x2 tiles. This is the picture that fills spaces when you press "Fill Visible Walls"
FG Overlay Res ID: I honestly do not know. I would assume that this is the tileset that you use when you place overlay tiles. Set this to zero for default which returns it to your FG Tileset.
Px Back Res ID: ID from the Sprite file of the background you wish to use for the level
Px Mid Res ID: ID from the Sprite file of the border you wish to run along the bottom of the level.
Layering Type & CULT IDs: The SOBs of the universe, at least as far as I'm concerned.
What you should do to avoid messing with this is copy an already existing level from the Ferazel's Wand orignal game that uses the background and CULTs you wish to use. (The CULTs are responsible for global tinting colors). Otherwise, you may have layering problems with your background. If you can figure out the layering, the Sprite CULT tints sprites, the Tile/Background CULT tints the tiles and backgrounds and the Combo CULT is the global tint. Check the Background File for the CULT IDs.
How to define Tiles:
Go to "Define BG Tiles" or FG if that is your choice from the Tiles menu. You will be confronted by a picture of your FG or BG Tileset and boxes coresponding. Look back and forth and enter the proper codes, or check to see that the proper codes are entered, for each segment of your tileset. This is the coding system:
-1=Empty. If a tile says 0 it is NOT empty. All BG tiles should be -1
0-47= Standard wall and ground segments. Observe a Ferazel's Wand level for these codes. They should be set automatically if you copy your new level from an existing one.
100-147= Using the same segment ID codes as before, simply add a 1 in front of the ID to make it a Background tile. This is NOT a BG tile. This is the type of tile that Ferazel can jump up through but can stand on. Salamandrakes can jump down through this tile too.
200-247 in FG tileset only= Same codes as before but add a two in front of the number to make it cause Ferazel damage when stepped on. These tiles can be set to just tickle or to even kill Ferazel when stepped on....(now that I think about it, that would be a way to keep Ferazel on the mine cart ). The amount of pain Ferazel must take when tresspassing on your private property is set in level info (4). (The number "4" is if you count the first info field as info (0))
300-347= Same codes again. Add a 3 to the number to make the tiles slippery. Ever heard of ice? I also make my mine cart tracks slippery for a good effect. Again, this slipperyness can be extremely subtle or it can be a one way convayer belt to another place if Ferazel can't stop himself. The amount of oil spilled on your level is determined in level info (5)
200-247 in BG tileset only= Liquids!!! See below:
200= Water, ahh refreshing...or ice cold if level info 4 is set to damage Ferazel. Also, set info (7) to make a current.
201= Acid
202= Lava
203= Zirdium Brine
204= ?
205= Quick Sand
Well...that's about all I can think of with tiles. I hope that helps you.
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Dr. Tall says: Taller is Better
(This message has been edited by Dr Tall (edited 06-30-2001).)