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LM 2.3 Layer 3 (SOLVED)

FUCK YEAH I DID IT
FEELS SO FUCKING GOOD
i forgot to set the tilemap files. kek



So, I drew some layer 3 shit today, insterted my ExGFX, clicked the green poison mushroom, and clicked the tick box saying "enable bypass of standard layer 3 gfx for this level" and replaced LG4 with exgfx82, my graphics. Then I open the OW edior, press Alt+F11, and put some random tiles to test it. Then I try to save it and a message appears, and I change LT3 to exgfx82 (I proably am doing something wrong here, but I just can't figure it out..) and press ok. Then I refresh the overworld and close it. Then I insert my exgfx files again and it says "gfx file 0x82 is too large!" and then I notice my exgfx file has been magically corrupted and is 8kb. ugh. how does this work? what am i doing wrong?
Did you save the graphics in 3bpp format?
Idiot Edit: This post was removed because it was 2mean4u.
I still can't understand e-e
I'm having a similar problem. I've used Racing Stripe and STIM2BIN to create the tilemap for the layer 3 GFX. It works, but I'm not sure how I'm supposed to get it to not look like garbage.



Am I missing something?
#lm{l3gfxby}?

Unless you already have the graphics in the proper slot, in which case ignore me.
I've tried using the same file I used for the tilemap, but it's too large and doesn't look right anyway.
Could you go into more detail as to what you mean, because I'm pretty sure using the tilemap as a graphic file won't turn out well.
I see. How would I go about making a graphics file for this tilemap, then? What I did was create a savestate in level 103, which uses the rocky hills background, open it up in RacingStripe, moved some things around, and saved it as a .stim file with the address A800. Then I converted it to a .bin file and inserted it.



This is what my bypass window looks like. (100 is the tilemap file I created.)
Hmm, that's a good question. Did you not have a graphics file ready at hand when you built it?
Well, I've been using the original SMW graphics (GFX19, I think) since the background's from SMW.
GFX19 is not a layer 3 GFX file

SMW's layer 3 GFX files are GFX28-2B. your tilemap is pulling the gfx from there (specifically, it looks like GFX2A, the message box text)

you can make a custom layer 3 ExGFX, insert it with LM, and then set the level to use the exgfx file(s) via the new green poison mushroom