Aller au contenu

Photo

Merging Overwrites?


  • Veuillez vous connecter pour répondre
36 réponses à ce sujet

#26
cervantes35

cervantes35
  • Members
  • 291 messages
This will not work either as the stair tiles in the set are corrider variation tiles. You would actually have to create a new stair crosser which would be a minimum of 5 new stair tiles that would interact with the corridor crosser tiles in order for this to work. You would not be able to use any of the corridor stair tiles for this purpose. The stair tiles were built specifically for the corridor crosser they do also interact with the doorway crosser so that you can place a doorway crosser tile at the top or bottom or both.

Modifié par cervantes35, 28 avril 2012 - 01:29 .


#27
Leurnid

Leurnid
  • Members
  • 271 messages
Can one reuse existing models, create new tile definitions in the SET file with the needed params, or does one need to make all new models as well?

I think I have been using the syntax of tile incorrectly here, and that has been causing my confusion.

#28
cervantes35

cervantes35
  • Members
  • 291 messages
If you are still talking about the stair tiles new ones will be required as the Q tiles with the stairs contain a small portion of corrider at the top and the bottom of the tile and will never make continous stairs.

On another note I will be revising my castle hak adding yellow lab's round corner tiles and Steven Nispel's windows on top of the Q castles models so that it will not break anything previously made with the Q additions to the castle interior 2 tileset.

I will be adding in my hall crosser to the release with all new minimaps. Just as a guide Lernid this is a new crosser and I have completed 15 tiles thus far and will probably be creating an additional half dozen or more to have it play better in the tileset. This is typical when adding new crosser so as to interact with all the other terrains and crossers.

Hopefully in the future I can complete a roof for all the castles tiles but I will see as that would mean remodeling the 300 hundred or more tiles which will be in tieset when I complete my crosser.

Modifié par cervantes35, 09 mai 2012 - 11:10 .


#29
henesua

henesua
  • Members
  • 3 872 messages
I am very excited about these improvements, Cervantes! Wow.

#30
Leurnid

Leurnid
  • Members
  • 271 messages

cervantes35 wrote...

If you are still talking about the stair tiles new ones will be required as the Q tiles with the stairs contain a small portion of corrider at the top and the bottom of the tile and will never make continous stairs...


I was never concerned with the landing at the top and bottom of the stairs... a continuous string of stairs tiles with small landings at the top and bottom of each tile was never an issue, it was the extra corridor tile between stairs I wanted to 'solve'. I was just hoping there was some clever tweak I would be able to make to a SET file to at least fake in the stairs. Unless I had found a really good 'fake', I wouldn't have been using the bogus stair/corridor elevated terminators in a finished layout, but just to get Aurora over the hump and able to place those stairs like I wanted... I haven't really given up on trying to do this, but I have too many irons in the fire and am trying to pace myself.

On brighter notes... 

The new tiles sounds impressive, and I am already concocting ideas of how to put them to good use.  Thank you for your dedication!

Modifié par Leurnid, 10 mai 2012 - 02:12 .


#31
henesua

henesua
  • Members
  • 3 872 messages
Hmmm... stairs... placing stairs perpendicular to the rise so as to dynamically generate "switch backs"....

#32
Leurnid

Leurnid
  • Members
  • 271 messages

henesua wrote...

Hmmm... stairs... placing stairs perpendicular to the rise so as to dynamically generate "switch backs"....


I just want to go

[stair up] [stair up] [stair up]
    /
  /
/
instead of
     _/
  _/
/
[stair up] [corridor] [stair up] [corridor] [stair up]

#33
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 935 messages
You can't. It is an engine limitation or a failure of design, however you want to look at it.

Tiles are always 10x10x5 that last 5 being height, and that number CAN change, I have seen it at 5, 7, 10 etc... Most tiles are 5. So, what this means is that the engine has no stairs that are 10 meters lengthwise and 5 meters height. All tiles are built with HALF the tile width as the dividing point.

Tilesets use terrain, and crossers, crossers being the stairs. Crossers can only connect in specific locations. They ALL meet in the center of at least one of the outside edges of the 10 meter box of the tile. Either as an "i" type, only half tile wide, and "l" type, full tile wide, a "T" type that connects on 3 sides or an "X" that connects all 4 sides. There is a 5th type that can't be represented by a letter, but connects the top to either right or left. sort of half a "C" or half of a "[".

Anyway, the engine has no way to allow a crosser to fully rise to the top at a reasonable angle when the tile is only half as tall as it is wide.

Believe me, if it could be accomplished in a usable fashion, it WOULD have been done more than 8 years ago, when the game was still supported and still had a huge number of CC artists attempting things.

CTP tried, several different ways of doing it, we could never make it usable with normal sized tiles, we would have had to generate tiles that were 10 meters in all 3 directions. 32.8 feet for a single story building it way too tall, and you can't go less than 10 meters on the length/width of a tile as the engine will NOT work with it.

#34
Leurnid

Leurnid
  • Members
  • 271 messages

Bannor Bloodfist wrote...


Anyway, the engine has no way to allow a crosser to fully rise to the top at a reasonable angle when the tile is only half as tall as it is wide.

Believe me, if it could be accomplished in a usable fashion, it WOULD have been done more than 8 years ago, when the game was still supported and still had a huge number of CC artists attempting things.


I completely accept that the rise must be half the run and have never questioned that, I understand the limitations of the geometry of the tiles... but the problem with the tileset in question is that between two riser tiles, a FLAT TILE is forced in.  I don't want the 'steps' to continue without interuption, I want the STAIR TILES to continue without interuption by a FLAT CORRIDOR TILE.

Zwerkules managed to do it without any extra models in his Bio-Mines Override with Elevations...
He did it by editing the SET file so it would accept a stair tile as an acceptable neighbor to another stair tile. 

The Project Q SET file only defines a flat corridor as an acceptable neighbor to a stair, which is why between any 2 rising stair tiles, there is a flat corridor TILE (not a horizontal landing, but an actual TILE).

So what I keep getting at, is that the SET file simply needs to be edited in the same fashion that Zwerkules SET tile is, to allow 2 STAIR TILES to be adjacent to each other end to end. I intended to do it myself, just like I was planning on merging the files that prompted me to start this thread... Cervantes was gracious enough to do that, I don't expect him or anybody else to do this for me.

This entire topic got mired in the weeds, when what I wanted to know was what was involved in editing the files.  Let ME figure out if it can be done, just tell me what needs to done to make an honest effort at trying.

Modifié par Leurnid, 11 mai 2012 - 06:19 .


#35
henesua

henesua
  • Members
  • 3 872 messages
Maximus pulled off continuous stairs in Versatile dungeons, and Zwerkules pulled off a continuous slope in his corridors in Biomines.

#36
Leurnid

Leurnid
  • Members
  • 271 messages

henesua wrote...

Maximus pulled off continuous stairs in Versatile dungeons, and Zwerkules pulled off a continuous slope in his corridors in Biomines.


Thank you.  Sanity reigns.

#37
_six

_six
  • Members
  • 919 messages
Oh, just noticed this thread. Being as I made those tiles...

Basically the problem with creating a constant slope is indeed that I didn't make a tile consisting of a stairway-to-nowhere type tile, or corridor that ends where the stairway would be, cutting into the slope. The principle is exactly the same as roads going up hills in something like the vanilla Rural. Normally I'd have added support (as in my other tilesets) but here I must have gotten sloppy.

It's probably going to get a fix involving new tile models in the next Q release. At some point.

Modifié par _six, 11 mai 2012 - 12:36 .