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  1. overdriven

    TFS 1.X+ Why doRemoveItemById works so weirdly?

    Scenario: a lever removing blocking item. After many trial end error iterations I've finally made it working but code wise it just doesn't seem right: local blockingStonePos = {x = 32620, y = 31971, z = 11} function onUse(player, item, fromPosition, itemEx, toPosition) if(item.actionid...
  2. overdriven

    Looking for .obd editor (not Object Builder!)

    I have exported an .obd file which consist of 2 layers (water and sand). I have also imported a new sand sprite to my tibia.spr/tibia.dat file with OBD. Now I want to change the sand tile of this .obd with my new sprite (not replace existing sprite! - this is very important). So it's only...
  3. overdriven

    [RME] Where are settings files saved? (Windows)

    If I install a fresh new instance of RME and run it I see a popup: It looks like RME remembers recently opened maps and also remembers my Preferences, but where are they stored? In "AppData/Roaming/Remere's Map Editor" there is nothing of importance, only clients.xml, data with creatures.xml...
  4. overdriven

    RME: Is there a way to automatically add smooth borders between terrains?

    Solution: in RME/data/760/border.xml add: <border id="58" group="1"> -- Water border -- -- s -- e [ ] w -- n <borderitem edge="n" item="578"/> <borderitem edge="e" item="581"/> <borderitem edge="s" item="579"/> <borderitem...
  5. overdriven

    [RME 3.7.0] Can't edit signs in 7.6

    Works, thanks! Solution for posterity: <!-- signs --> <item id="1429" article="a" name="sign"> <attribute key="allowdistread" value="1"/> </item> <item id="1430" article="a" name="sign"> <attribute key="allowdistread" value="1"/> </item> <item id="1431" article="a" name="sign">...
  6. overdriven

    [RME 3.7.0] Can't edit signs in 7.6

    When I right click on sign properties it doesn't show the Text property, so I cannot edit the text: Other writables like letters or blackboards have this property, but not signs. I'm using 7.6 tibia files from ots.me, items.otb from RME (size: 183 KB).
  7. overdriven

    [Object Builder] Quicker way to edit sprites?

    Ok, but if I hit No it's still working in weird way. It should update edited Object, not original one.
  8. overdriven

    [Object Builder] Quicker way to edit sprites?

    Sadly, whiteblXK/ObjectBuilder has the same bug with importing spritesheets.
  9. overdriven

    [Object Builder] Quicker way to edit sprites?

    I've found a safe workaround to prevent overwriting sprites: 1. Export existing object as png, edit, save, 2. Create new object, 3. Import png to new object, 4. Export new object as .obd, 5. Replace existing objects with exported .obd Skipping steps 2-4 can cause other existing and untouched...
  10. overdriven

    [Object Builder] Quicker way to edit sprites?

    This method has one big disadvantage though. Or something is royally messed up with Object Builder. Importing png straight into object has a side effect of replacing existing sprites that this object is using as well, so it means it will affect all other objects that are using the same sprites...
  11. overdriven

    [Object Builder] Quicker way to edit sprites?

    Ok, I think I get what you mean. So i.e. export existing object to png and replace all identical parts of image (in this case grass) with my new sprite and when I'm done drag'n'drop the file into middle section of Object Builder? Can you recommend any graphical program to work with such...
  12. overdriven

    [Object Builder] Quicker way to edit sprites?

    I need to edit some sprites on animated objects in Object Builder. If an object has 2x4 tiles and 16 animations it means I have to manually drag'n'drop new sprite 128 times. Is there really no quicker way?
  13. overdriven

    Making a fallen tree walkable

    On 7.4 too? Which ID does it have? 1645873283 ID: 3258 - shallow water? 1645874077 Yes, it works! To anyone looking for solution: just press J and type 3258 or "shallow water"
  14. overdriven

    Making a fallen tree walkable

    Hi @Raikou, can you elaborate how you made water walkable? I mean I know how to check item.actioind in onStepIn function, but don't know how to make a step in this function.
  15. overdriven

    [Object Builder] bug when editing second layer

    You're right, I forgot. But after fixing and saving it still seems to be ignored in RME: (south coast should look like rest of the borders) Maybe I haven't edited the same tile? But it's hard to tell which one it is, Object Builder uses different IDs than RME. 1645809461 Yea, it must be Object...
  16. overdriven

    [Object Builder] bug when editing second layer

    I've edited one object (water bordering with grass) by changing second layer with new sprites. I've saved it and in object list it looks like the object was updated with new sprite (because I can see the new sprite instead the old one). But when I click on this object in object list (on the...
  17. overdriven

    RME won't use items.otb from 7.72 downgrade (Unsupported items.otb version)

    Ok, but what defines that one map is OTBM=0 and the other one OTBM=1? Tibia.dat and Tibia.spr used by RME to create it? items.otb? When I use this map as it is, the version is OTBM=1, but when I import it in RME and re-save it (as 7.6 map) it will have version OTBM=0. I'm talking about this map.
  18. overdriven

    RME won't use items.otb from 7.72 downgrade (Unsupported items.otb version)

    The outcome of compiling 7.4 as 7.6 is even worse than mixing .spr from 7.4 and .dat from 7.6 ;-) But maybe I can just get rid of faulty sprites by replacing them with newer sprites from 7.6, they look better than old ones anyway. Btw. what is the difference between OTBM version 0 and 1...
  19. overdriven

    RME won't use items.otb from 7.72 downgrade (Unsupported items.otb version)

    But this map I was trying to use doesn't work well with 7.4 .dat/.spr, in RME all tiles are messed up with 7.4 .dat/.spr. This map is called Tibia74 but was probably made with 7.6 .dat/.spr. And OTCv8 client is not able to load Tibia.dat file from 7.4 either. There is no point for me in trying...
  20. overdriven

    RME won't use items.otb from 7.72 downgrade (Unsupported items.otb version)

    @danilopucci Thanks for explanation. Now I try to fix these sprites but I've ran into some problems. Basically I've downloaded old .spr and .dat for 7.4, put them into RME and TFS, switched RME to use 7.40 and imported my Tibia74 map, selected all xmls files in /monsters and /npcs directories...
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