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Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 3:32 am
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.

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 3:44 am
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.

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 3:55 am
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.

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 4:02 am
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?

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 4:07 am
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". )

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 4:10 am
by TheDragonfly
Cool, cool cool cool. Off to do some testing.

Thanks you very much guys :)

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 4:17 am
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).

Re: Help! Issue with castle_floor_01 tile!

Posted: Mon Jul 13, 2015 7:08 am
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 :)