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Single sided archway, etc


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#1
errant_knight

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I'm building a new tavern level, and I wanted to have a vestibule type of thing at the entrance, with an entrance wall for the door, a solid wall on the kitchen side, and two arches leading into different parts of the tavern. Noe, I get how a solid wall could be onesided, but it seems a little odd from the arches. Is the only way around this to have walls of double thickness, with the textured faces showing on each side? Or am I doing something way wrong?

#2
DarthParametric

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No, you aren't doing anything wrong. There are a number of pieces across multiple tilesets that are only textured on the front face. In those cases with simply geometry it's extremely odd, as they simply could have mirrored the UVs from the front face onto the rear. In some others with variable geometry between the front and rear it makes a little more sense, as it was probably just a way of maximising texture space. But to answer your question, yes, you'll have to double up walls in those cases. Either that or you'll have to make a custom variant of that model and retexture it to be double sided.

#3
errant_knight

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Thanks! Much appreciated!

#4
Proleric

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When you place walls and doorways back-to-back, you'll find there are different issues with each tileset.

I wish I had a rule-of-thumb like "duplicate, rotate 180 degrees and move 0.5 into the next room", but it's not that simple.

The centre of rotation is sometimes offset from the wall, and there may be black backing (etc) that can clip through the other side of the wall, so there's a lot of trial-and-error.

With doorways, it seems to matter that they're placed back-to-back exactly, without overlapping or a hairline gap. Otherwise, you may have trouble placing doors in the area, or see sky around closed doors in game.

So, once you have a back-to-back pair that works, you might want to make it a Group, so that you can reuse it elsewhere without having to go through the fine-tuning again.

#5
errant_knight

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Proleric1 wrote...

When you place walls and doorways back-to-back, you'll find there are different issues with each tileset.

I wish I had a rule-of-thumb like "duplicate, rotate 180 degrees and move 0.5 into the next room", but it's not that simple.

The centre of rotation is sometimes offset from the wall, and there may be black backing (etc) that can clip through the other side of the wall, so there's a lot of trial-and-error.

With doorways, it seems to matter that they're placed back-to-back exactly, without overlapping or a hairline gap. Otherwise, you may have trouble placing doors in the area, or see sky around closed doors in game.

So, once you have a back-to-back pair that works, you might want to make it a Group, so that you can reuse it elsewhere without having to go through the fine-tuning again.


Thanks! That's good advice. I haven't been able to locate a group objects button in the level editor. Where abouts would that be?

#6
Proleric

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Right-click on a room (or group) then select Insert > New Group. Give the group a name in the Object Inspector. Then you can cut-and-paste or drag model instances into the group.

Groups are huge time savers - for example, you can make one wall as a group, then copy and paste the whole thing.

#7
errant_knight

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Proleric1 wrote...

Right-click on a room (or group) then select Insert > New Group. Give the group a name in the Object Inspector. Then you can cut-and-paste or drag model instances into the group.

Groups are huge time savers - for example, you can make one wall as a group, then copy and paste the whole thing.


Yay! I've been really wanting that! Thanks!