Plazma Burst 2 Map Editor Manual
Map Editor Manual v.5.7.0
Map Editor Manual v.5.7.0
  • Map Editor Manual v.5.7.0
  • Changelogs
  • Credits / Special thanks
  • Plazma Burst 2 Official Website
  • Laserguide's Map mapping Tools
  • [Old version] pdf takeaway edition
  • ALE Improvements
  • πŸ—ΊοΈThe Surface of the level editor
    • Old level editor
    • New level editor
    • Map Edit Page
  • πŸ› οΈThe tools
    • Free Edit tool
      • The Shortcuts
    • Add Wall
    • Add Movable
    • Add Region
    • Add Background
    • Add Pushing area
    • Add Water
    • Add Player
    • Add Actor (enemy)
    • Add Vehicle
    • Add Decoration
    • Add Weapon
    • Add Lamp
    • Add Barrel
    • Add Trigger
    • Add Timer
    • Add Engine Mark
    • Scale Selection Tool
    • Add Song
  • πŸͺ‘Tables of Level Editor
    • Character Data Table
    • Character Skin Color Table
    • Trigger Action Table
      • Movable
        • Basic Movable Tutorial
      • Region
      • Vehicle
      • Character
      • Gravity
      • Scenario
        • Tutorial 9 & 50
      • Gun
      • Barrel
      • Trigger
      • Timer
      • Decoration
        • Blending Mode
      • Gravitator area field
      • Gameplay
      • Sound
      • Interface
      • Light
      • Trigger execution
      • Var
        • Inventory Info Tutorial
        • Synchronization of variables
        • Key binding in multiplayer
      • Session vars
      • URL
        • URL Request Tutorial
      • AI
      • Environment
      • Text-to-speech
      • Map preview
      • Experience
      • Array
        • What is array?
        • Matrix Coloring System
      • Graphics
      • Water
      • Miscellaneous
    • Engine Mark Table
      • Sky Code Table
    • Sound Library Table
    • Newer Weaponry Data
      • Weaponry Data
    • Projectiles Model Table
    • Text-to-speech Voice Table
    • Application Table
  • πŸ›tables of debug
    • Cheat Codes
    • Error Codes Identification
  • πŸ”«Secret Weaponry
    • Campaign Maps
    • Alternate method to add Water UID
    • "Fake" Collision
    • Secret Theme "4"
    • More Accurate Snipping
      • History of contributions.
    • Custom Image in Theme Purple/Green
    • Check map
    • Phsc's image import to map source
    • XML Output in Map Editor
    • createColorMatrix Script
  • β˜‘οΈApproval-Military
    • Map Approval Requirements
    • Custom Decoration Guidelines
  • πŸ§˜β€β™€οΈInspirational
    • Trivia
    • Resi Map making inspiration
    • Max Teabag Map making inspiration
    • Reject Map making basics
    • Illijah's Map making experience
  • Placeholder
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  1. Secret Weaponry
  2. More Accurate Snipping

History of contributions.

Credit to phsc for arranging the files.

First, this is an easter egg page just for English users which gives you a basic idea of the history of mis-grid tricks.

The following paragraphs are contributed by phsc, which taken source from forum.

First of all, either Mrnat or Pixelbyte found out how to do it first, but the methods were vastly different.

Mrnat's method consists of putting a object somewhere on the level editor, and then he realized that if you control Z, the object will have the proportions of 0 and 0 for X and Y size and it will be exactly where you clicked, not following the grid, that is nice but it does not allow for objects smaller than 10 aka 1 pixel.

Pixelbyte found out that you can remove the rounding from the PB2 level editor by editing the HTML, that is extremely annoying and takes a lot of time to do, but it works, he made a slope with it.

Then after seeing that I and Chx decided to get into finding out about the level editor, I have that forum post on how change HTML, CSS and the most important, JavaScript, and I always had contact with Chx, after that I mentioned Snippets to him so we could edit PB2s code.

I found out that you could get a map from the latest saved maps by taking the XML directly from it, not as in a .pb2map, at the time you could not download XML files directly from maps, that method was harder than Pixelbytes but it was faster if you were good at it. Then Chx went in and made that piece of code that you just run, which is a edit and one of the first features of his level editor upgrade he wanted to make, a while after Chx left the community.

Microds makes no sense as a term, a pixel in the level editor is worth 10 units, so what about just saying 0.1 pixels? not that hard, but well Chx really liked special names for things. Chx's code has a few problems and glitches, I might take my time and fix it in the future and then publish it here, maybe even with a hotkey to turn it on and off too, but lately I don't have the time.

After been a long last hibernation of mis grid history, evgeniy74 brings out the facts that you can just insert the command GridSnappingSet(x) in the console to make it work universally. But sadly it has to reapply the effect every single time when you open the level editor.

Lastly yi en brings out a better version to make mis-grid function by simply changing the values in application in inspect mode, which it still takes effect everytime you open the level editor.

Passage ends from phsc.

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