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Tricks with the Shadow Fortress Tileset?


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#26
Happycrow

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I've dug up some additional information after having experimented, which SORT of makes the thing easier to deal with.

Stairdownwall var1 bakes with 2_Door_Room_Variant and with var1 and with 1_Door_Room

StairUpWall, variations 0 and 1 bake with the Room Metatile. In addition, they bake with one of the 2_Door-Room open hall tiles, and with the half-level wall tiles.



That's big, b/c that open floor tile bakes with the hall-end stairs, thus allowing a connection to be hooked up across those heights, if used carefully.



M0102 Sanctum is a stairway down. It connects upwards to 1_Wall_(1_Door) var 1 and with the wide hallway variation of Door (Hall End_1_Door_Variant). It connects to the Sanctum, but otherwise requires a transition/jump, as its doorway is opaque.



The 3_door_room, frustratingly, seems to bake only with itself, 1_Wall_1_Door, and with another of the Door_Hall_End_1_Door_Variant. (There are actually 2 tiles here, aesthetically different but functionally the same)



UNLIKE the OC, 2wall21 and 1wall17 will not bake together: there's a geometry mismatch. I have NO idea how the OC got that sucker to bake, and honestly suspect the tileset was changed somehow.



I still haven't managed to figure out how to get those open-floor stair tiles to bake correctly with anything but themselves, nor how to create a transition from highest-tiles to lowest-tiles. But this is some progress.

#27
The Fred

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If I remember, there's one low floor section which doesn't like properly to the bits around it (I think open floor or something)... I put it in once and couldn't walk on it even though it was at the right height. I can't remember off the top of my head which piece it was, though.

#28
Happycrow

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That's several of them, actually. But some of that can be gotten around by putting placeables on the walkmesh breaks and treating them like in-built walkmesh-cutters. I've got to do "RL, the Movie" for the next couple of days, but if anybody can futz around and figure out how to get transitions to the lowest of the tiles, we'd really be in business, and I could write up a tileset guide or the like.

#29
M. Rieder

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PJ156 wrote...


Also I have noted that when baking the area has a memory. If I place corner tile x then bake, then that becomes fixed in the area. If I now use the up arrow to change that tile, when I rebake it still remembers the old tile giving the bake in the image. To change this I have to re-lay the tile from the tileset and select the new orinentation and tyle style before left clicking the tile in place. It will then bake okay. I forgot this one in my first post on this topic. It was the only thing that gave me difficulties with this set.


PJ


Egads, that's it!  As you know I'm monkeying with RWS Grand Citadel and when I bake I was getting bizarre non-walkable areas when I tested it. They happen to correspond with the position of pillars which appear in some configurations of the tiles.  I bet this "memory" was in effect in this tileset too.  Thanks. 

#30
dunniteowl

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So another important toolset tip would be, "When you change an interior tile, don't just replace it with something over it. Delete the tile, put in the new one and then rebake." Something like that, yeah?

dno

#31
The Fred

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Weird.



Well, I just made a little area in this tileset yesterday, and discovered that in order to have an open area (what's called open floor in most tilesets) you need to use the 4-walls-2-doors piece. I actually remember using this on the low level a while back and it looked right, but wasn't walkable. However, using it on the raised lower level (variation 2, I think) it seems to be working fine.



I was also able to get from the high level to the low level using stairs down, I think it was (stairs up did't work, iirc).

#32
Happycrow

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Were you able to get from the highest to the very lowest? There's like four actual heights involved...

#33
The Fred

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OK well there's the high level, which is the same level as the other tilesets. Then there's the low level, which looks to be about as far down as a tile is wide (very roughly). But there's also a level which is raised up from the low level, but not as high, and then a level which is slightly sunken into the low level. That's all I can think of off the top of my head. I had stairs going from the initial high level to the low level, but not the sunken-down lower level (though you can obviously go from the low to the sunken-down low one; I think of the latter more as a sub-level of the former).