Hi everyone,
I'm having an issue with this tile (castle_floor_01). I'm using them as a path in an outdoor area I've created and every time I quit the game and reload it from save it glitches back and forth between the tile and the ground based tile (forest_trail). How can I fix this, I've tried a number of things and Google'd to my hearts content but cant find a answer to this problem. Its probably something so simple for someone to answer here so I'm hoping someone can help. Cheers.
Help! Issue with castle_floor_01 tile!
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Help! Issue with castle_floor_01 tile!
Remove the forest_trail tiles from your path so it's made of castle_floor_01 alone.
As an alternate tile to caste_floor_01 (i don't see that in the editor) you could use castle_arena_floor.
As an alternate tile to caste_floor_01 (i don't see that in the editor) you could use castle_arena_floor.
Re: Help! Issue with castle_floor_01 tile!
Alternatively: Ensure that the floor object has killHeightmap = true and replaceFloor = true.
Ensure that the height is zero next to the path; this by itself should be enough (or so I thought
). The castle_floor_01 derives from the base_floor ~which has killHeightmap = true, and replace_floor = true already. I only saw what you've described when either of these were set to false.
Code: Select all
defineObject{
name = "castle_floor_path",
baseObject = "base_floor",
components = {
{
class = "Model",
model = "assets/models/env/castle_floor_01.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_floor_01_occluder.fbx",
},
},
minimalSaveState = true,
replaceFloor = true,
killHeightmap = true,
}
Last edited by Isaac on Mon Jul 13, 2015 4:09 am, edited 3 times in total.
-
TheDragonfly
- Posts: 6
- Joined: Mon Jul 13, 2015 3:21 am
Re: Help! Issue with castle_floor_01 tile!
Ok, first of all thanks for quick responses to both Dr. Disaster and Isaac 
The castle arena floor may indeed to the trick but I'm also intrigued with the define object script. Due to me using the castle_floor_01 texture in a couple of maps for the same purpose as explained in original post. For me to use the 'defineObject' would I need to do that for all maps that have used those textures as a path?
The castle arena floor may indeed to the trick but I'm also intrigued with the define object script. Due to me using the castle_floor_01 texture in a couple of maps for the same purpose as explained in original post. For me to use the 'defineObject' would I need to do that for all maps that have used those textures as a path?
Re: Help! Issue with castle_floor_01 tile!
Give it a different name for special case usage. (I defined it "castle_floor_path". )TheDragonfly wrote:Ok, first of all thanks for quick responses to both Dr. Disaster and Isaac
The castle arena floor may indeed to the trick but I'm also intrigued with the define object script. Due to me using the castle_floor_01 texture in a couple of maps for the same purpose as explained in original post. For me to use the 'defineObject' would I need to do that for all maps that have used those textures as a path?
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TheDragonfly
- Posts: 6
- Joined: Mon Jul 13, 2015 3:21 am
Re: Help! Issue with castle_floor_01 tile!
Cool, cool cool cool. Off to do some testing.
Thanks you very much guys
Thanks you very much guys
Re: Help! Issue with castle_floor_01 tile!
Also, ensure that you don't have two or more castle_floor tiles on the same spot; that will also cause blinking (z-fighting).TheDragonfly wrote:Cool, cool cool cool. Off to do some testing.
Thanks you very much guys
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Help! Issue with castle_floor_01 tile!
The other thing you can do is use the Void Tile Draw. Draw the path and then place your floor tile on the Void Spots 