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The tomb tile set

Posted: Tue Oct 28, 2014 7:28 pm
by Karinas23
Is it just me being dumb or does the tomb tile set not have anyway to hide the edges on elevation differences.....the other tiles do it automatically and i can't find an asset to do it manually

Image

Re: The tomb tile set

Posted: Tue Oct 28, 2014 8:58 pm
by Lark
I don't know for sure, of course, but I don't believe that the dungeon, tomb, et cetera tile sets were designed with heightmaps in mind. So I don't believe that they work or are supported. Someone can probably create some custom objects to cover the defects, but I restrict myself to using heightmaps in the beach and forest for now, although it might work in other sets. -Lark

Re: The tomb tile set

Posted: Tue Oct 28, 2014 9:02 pm
by Karinas23
it works fine in the dungeon theres like a nice bordering thing that covers all this shit up but the tomb seems to lack it. If someone makes something to cover this would be nice since the tomb set is pretty cool for desert and beach stuff ;p

Re: The tomb tile set

Posted: Tue Oct 28, 2014 9:20 pm
by Lark
Strange... I just tried it on a dungeon level, and the graphics are really messed up. I made a hallway, and lowered it every two blocks along the hall and to blocks on either side. I get the same issue as you post in your picture and more: Where it steps down, I have a hole on the floor. Facing uphill, the ceiling graphics are almost okay, but facing downhill, there is a phantom bar of stone along high up on the ceiling. I'll post images later - can't do that from here. I'd be interested to see what you had working. Thanks, -Lark

Re: The tomb tile set

Posted: Tue Oct 28, 2014 9:34 pm
by Karinas23
I have no issues with the dungeon tiles they work fine

http://steamcommunity.com/sharedfiles/f ... =333223466

http://steamcommunity.com/sharedfiles/f ... =333223412

http://steamcommunity.com/sharedfiles/f ... =333223370

If i make the same thing with the tomb itll be messed up as hell

Re: The tomb tile set

Posted: Tue Oct 28, 2014 9:52 pm
by Phitt
I can't remember anything with 2 height levels inside the pyramid, so I guess it simply wasn't designed for that. Once the assets and the exporter are out someone can make it work (should be quite easy to do), but until then there is no way to do this.

Re: The tomb tile set

Posted: Tue Oct 28, 2014 10:08 pm
by sps999
Not a fix, but I tried out using different objects to cover up the hole, and the best one I've found would have to be the "forest_elevation_edge". If you want to try that one, be sure to but the edge on the "wrong" side of the wall, otherwise the whole wall will look like a forest wall. Doing this will put little rocks that cover up the gap, which in my opinion looks better, but it does not entirely match the tomb tile set.

It might be a quick fix until a specific model is made to cover the whole, or you can try messing with putting models in weird places to try and cover it with something better. If anyone knows how to change textures (if you somehow figured it out without the reference) then that would be able to make the rocks fit in even more.

Re: The tomb tile set

Posted: Tue Oct 28, 2014 10:10 pm
by Lark
Okay, when you said elevation changes, I thought you meant the heightmap. For just setting height of an object, I see what you are talking about. Inserting pillars help, but they still have holes in them and you can see through them. I believe Phitt is right.

Re: The tomb tile set

Posted: Tue Oct 28, 2014 11:02 pm
by Karinas23
Also how do i block light from shining through asset walls

Re: The tomb tile set

Posted: Wed Oct 29, 2014 12:11 am
by Lark
If I understand you correctly, this may help. Many objects just have surfaces from a single direction, such as walls. If you place a wall with a script and there is a light behind it, then you have to put a wall in facing the light in addition to the one you want that is facing the party. In fact, if the party were to walk back there, they could look right through your script-placed wall.

If you check out the script at viewtopic.php?f=22&t=7881, you will see that it surrounds the party with walls when they step on a pressure plate. Invisible walls are required so the party can't just step through them and the "outside" wall is required to keep the light out. Note that the light still shines in from the arch above the wall. If you don't want that, you'll need a dungeon high wall object too.

Of course, if you do all of this with the editor using "dungeon_floor", for example, it handles all of that for you. I hope that helps. -Lark