Help! Issue with castle_floor_01 tile!

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TheDragonfly
Posts: 6
Joined: Mon Jul 13, 2015 3:21 am

Help! Issue with castle_floor_01 tile!

Post by TheDragonfly »

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.
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Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Help! Issue with castle_floor_01 tile!

Post by Dr.Disaster »

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.
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Help! Issue with castle_floor_01 tile!

Post by Isaac »

Alternatively: Ensure that the floor object has killHeightmap = true and replaceFloor = true.

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,
}
Ensure that the height is zero next to the path; this by itself should be enough (or so I thought :o ). 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.
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!

Post by TheDragonfly »

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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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Help! Issue with castle_floor_01 tile!

Post by Isaac »

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?
Give it a different name for special case usage. (I defined it "castle_floor_path". )
TheDragonfly
Posts: 6
Joined: Mon Jul 13, 2015 3:21 am

Re: Help! Issue with castle_floor_01 tile!

Post by TheDragonfly »

Cool, cool cool cool. Off to do some testing.

Thanks you very much guys :)
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Help! Issue with castle_floor_01 tile!

Post by Isaac »

TheDragonfly wrote:Cool, cool cool cool. Off to do some testing.

Thanks you very much guys :)
Also, ensure that you don't have two or more castle_floor tiles on the same spot; that will also cause blinking (z-fighting).
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Help! Issue with castle_floor_01 tile!

Post by Eleven Warrior »

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 :)
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