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Borders of the Map

Share questions and tutorials related to the map editor. Share you maps in the Superfighters Deluxe Custom Maps section.
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Cheap
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Borders of the Map

Post by Cheap » Tue Nov 01, 2016 2:16 pm

Hi to all and to all,

for some time I have a problem I can not fix the borders of the map. I give the details in the box that when I click and there it also removes them.
I think I do not understand how to use them but it is not simple either.

Who could help me to solve this problem?
This is urgent because-my maps now are too big.

Goodbye goodbye :)
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Rubber
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Post by Rubber » Sun Nov 27, 2016 6:57 pm

It's quite simple really. Just look at this:
Image

See the numbers, 240,-320,-240,320?
These are the coordinates of the corners of the Camera Area.
This is where the camera will be.

The number "240" is the number that determines where the TOP of the rectangle that represents the Camera Area will be.
"-320" is the LEFT side.
"-240" is the BOTTOM side.
"-320" is the RIGHT side.

Now you may have some problems to determine the exact number you need for your camera area, right?
Here's a little trick you can use.

Look at this:
Image

Let's say this is my map, but it is too small while my camera area and border area are too big.
I want the camera area to be just as big as the room i made, but i don't know the coordinates.
Put two invisible blocks at the top-left corner and the bottom-right of the map you made just like this (You need to have your grid on 4):

Image

And hover your cursor on the invisible blocks to check their coordinates:
Image
Image

The first picture has the coordinates of the first block we placed on the top-left.
The second picture has the coordinates for the block we placed on the bottom-right.

The coordinates for these blocks are "Inverted" compared to the order of the coordinates for the camera areas.

So, we input the information we have like this:
The first number of the first block (top-left) is our LEFT coordinate (-144), not the top one.
The second number of the first block is our TOP coordinate (72).
The first number of the second block is our RIGHT coordinate (144).
The second number of the second block is our BOTTOM coordinate (-64).

In the end, our Camera Area will look like this:
Image
Image

You can follow the same process to get the border area to the size you want.

I don't know if this was a bit too confusing or unhelpful, but i hope you'll get how the area works. It just takes a lot of practice.

P.S.: Delete the invisible blocks after you're done with the camera area.
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Mighty Spirit the 2
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Post by Mighty Spirit the 2 » Thu Apr 30, 2020 3:25 pm

OREO wrote:
Thu Apr 30, 2020 7:35 am
I’m not sure if it’s a bug, but I can’t find the border area, only the camera area (on the bottom right where it says “world properties”). Was it ever removed?
Yes,
In the news archive: https://mythologicinteractive.com/Blog/Post?id=139
From 7th May 2017 - Superfighters Deluxe Alpha 1.3.0
"Map Editor:
  • Removed BorderArea world property (it's now a part of the defined camera area). "
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Post by Mighty Spirit the 2 » Fri May 01, 2020 12:32 am

OREO wrote:
Thu Apr 30, 2020 9:50 pm
Thanks for pointing that out, but now how am I supposed to change the overall size of the map? In other words how do I make it so that players cannot see pass a point when their camera is on static mode?
I'm not really sure i understand what you wanted, but i think first you make a map the size you want, and then use the camera area to define how much the player can see of that map. It will have to be inside the green square.
But i don't really use the map editor, so if that's wrong, you might need help from map making specialists.
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🎶I will tell your story if you die
I will tell your story and keep you alive the best i can
...
But I've always had the feeling we would die young
Some die young
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Post by Gurt » Fri May 01, 2020 1:42 pm

You can only have one camera area active at any time. But you can change the active camera area by triggering it. The camera area is a trigger. This is how we do it in the campaigns for example, progressing the camera to allow to see the next part.
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Gurt

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