(OMB's new CM3.5 made this, literally, a 15 min job.)


Bear with me while I go back and check everything. I will still upload/update to dropbox as I go while still in beta.


Modifié par NWN_baba yaga, 30 juillet 2013 - 12:51 .
Modifié par T0r0, 01 août 2013 - 02:10 .

Modifié par NWN_baba yaga, 05 août 2013 - 09:25 .

T0r0 wrote...
@H ~ I don't follow, forest have edge tiles as do grass. I also fixed a looong time ago the missing edge tile from cep for grass/forest tile.
henesua wrote...
Is it possible for a builder to control where that wildwoods edge shows up? It would be nice to have infinite grass edges at some locations, and infinite forest edges at others depending on what you want the players to be transitioning to.
If I'm understanding what you mean (and maybe I'm not), the wildwoods forest tiles are part of the set, so you can place a forest anywhere in a rural area. If you place the tiles along the edge of the area, you'll get off-area forest edge tiles. If you leave grass, you'll get off-area grass edge tiles.henesua wrote...
T0r0,
first of all, great work. nice lookign screenshots.
Second:T0r0 wrote...
@H ~ I don't follow, forest have edge tiles as do grass. I also fixed a looong time ago the missing edge tile from cep for grass/forest tile.
I was referring to how we can control where that wildwoodsy forest edge shows up. It appears to be showing up adjacent grass tiles. In some cases I would like that. In others I would like to have a grass edge tile show up when standing on a grass tile.
Is it possible for a builder to control where that wildwoods edge shows up? It would be nice to have infinite grass edges at some locations, and infinite forest edges at others depending on what you want the players to be transitioning to.

T0r0 wrote...
Question: In the second screenshot I used a door from tno, I love the way it open and closes. Gives the impression of being massively solid. It works fine I think but because I didn't define it in doortypes 2da (I don't have a custom doortype 2da) , I get a warning in toolset about missing model when I click on its properties. As far as I can tell, this is only a warning and does not impact or detract in anyway from using it. So unless there's something I'm overlooking about doors, my question is
Is this bad form to leave as is ?
T0r0 wrote...
What sort of issues ?
Modifié par Pstemarie, 27 août 2013 - 10:56 .
Modifié par henesua, 28 août 2013 - 02:25 .
T0r0 wrote...
I'm mostly done.
I just need to expand the streams on the 2.5m (gentle hill) terrain. Been putting it off to be honest because of emitters on the water. I'm just not good enough with them yet.