Is there a way to turn grass off for players in a certain area?
Make grass disappear
Débuté par
DM_Vecna
, juil. 29 2011 04:26
#1
Posté 29 juillet 2011 - 04:26
#2
Posté 29 juillet 2011 - 04:41
Not as far as I can tell. You could go the hak route and use a copy of the tileset that doesn't include grass (I think it's a setting in the .set file). Otherwise, it's a client-side video setting that players can turn on/off as they please.
#3
Posté 29 juillet 2011 - 05:52
I am no expert of tilemagic.
But maybe something can be done through it?
-fox
But maybe something can be done through it?
-fox
#4
Posté 29 juillet 2011 - 06:34
Grass will still sprout up thru a tilemagic effect onscreen.
#5
Posté 29 juillet 2011 - 08:30
I see.
Then maybe we can work around the problem from the other end?
1) In toolset you build the Area using tiles without grass.
2) At Module Load time do Tilemagic to change the tiles without grass into tiles with grass.
3) When you want to hide the grass you undo point 2, so leaving in place the original grass-less tiles.
-fox
Then maybe we can work around the problem from the other end?
1) In toolset you build the Area using tiles without grass.
2) At Module Load time do Tilemagic to change the tiles without grass into tiles with grass.
3) When you want to hide the grass you undo point 2, so leaving in place the original grass-less tiles.
-fox
#6
Posté 29 juillet 2011 - 08:48
Quick note on Tilemagic for those that don't really know how to use it yet:
It creates visible tiles as visual effects in the area, it doesn't actually replace tiles. The original tiles/terrain (such as spots with grass) remain in place the entire time.
This also means that Tilemagic effects do not have a walkmesh, so if you raise the Tilemagic terrain, PCs and NPCs will simply walk through it as if it weren't there (they can't stand "on" it, only on the underlying floor/ground).
It creates visible tiles as visual effects in the area, it doesn't actually replace tiles. The original tiles/terrain (such as spots with grass) remain in place the entire time.
This also means that Tilemagic effects do not have a walkmesh, so if you raise the Tilemagic terrain, PCs and NPCs will simply walk through it as if it weren't there (they can't stand "on" it, only on the underlying floor/ground).
#7
Posté 29 juillet 2011 - 09:32
And just to add to what Amethyst wrote, It's been a long time since I've used tile magic but I think there are also issues with shadows rendering on the tiles and problems with lighting effects on them.
#8
Posté 01 août 2011 - 02:30
Is it possible to use two .set files one with grass and one without and then share the same supporting files for everything else?
#9
Posté 01 août 2011 - 10:21
Yes aslong as they have unqie names, and they will be treated as diffrent tilesets but use all the same resources.





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