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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

). 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
