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Floor Tiles Not Rotated Correctly


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#1
ColorsFade

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 I recently grabbed a prefab off the Vault for a Warehouse. It was provided as a .erf file. Imported it and everything looks fine. There's a section in the middle that is lowered, and here's a screenshot of that: 

Posted Image

However, when I run the module (either through the toolset, or the game, I tried both methods) those four tiles are all rorated the same way, causing black gaps where there is a drop-off instead of steps. Here, take a look: 

Posted Image

I was hoping to fix it by identifying the tiles in question and re-rotating them, but I can't seem to select them and I can't find them in the standard tileset for standard interior, so I can't lay down new versions. 

Is this recessed floor tile not standard? And is that why it's buggering up like this? 

It's odd, to me, that those four tiles are rotated correctly in the toolset when I am editing, but when I got to run the module they are not. I'd like to fix this without having to resort to placing the plain flat tiles in all four spots. The lowered area that the person put here looks kinda cool. 

#2
kamal_

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I know that prefab (it's Warehouse, by Wyrin). I'm actually using it in my current campaign for something. That is a standard tile, and the area looks fine in my toolset. The tile is Open Floor for the standard interior tileset. If you look at the tilesets in your toolset, the number in the last column is how many variations that tile has. In this case it's the third variation of the Open Floor tile (You can switch between variations by selecting the tile and pressing the up/down arrows).

#3
Guest_Iveforgotmypassword_*

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Click the tiles tab in one of the toolbars then you can select tiles rather than things. The ones you want are in the standard tiles so look for one that has a spot in one corner stick it in the place you want and press the up/down arrows to find the one with a hole and the right mouse button to rotate it.

I don't think you can rotate tiles once they're in place. Don't forget to bake after.

Whilst selecting tiles you can select properties too and that will bring up another window and you can change floors, walls ceilings etc to different versions and some are tintable. It's easier to select the whole lot once they're done and change them in one go.

#4
ColorsFade

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kamal_ wrote...

If you look at the tilesets in your toolset, the number in the last column is how many variations that tile has. In this case it's the third variation of the Open Floor tile (You can switch between variations by selecting the tile and pressing the up/down arrows).


I had no idea! Wow! 

Okay, so I found the tile and I clicked into place four new versions of that same tile, and rotated each. I ran the module and they are still all oriented the same way. What could be causing that?

#5
Lugaid of the Red Stripes

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Those particular tiles are bugged, just give up now before you waste a week of your life trying to fix them.

IIRC, though, if you start with a fresh area, and rotate them into place before you ever bake, it might work.

#6
ColorsFade

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Lugaid of the Red Stripes wrote...

Those particular tiles are bugged, just give up now before you waste a week of your life trying to fix them.

IIRC, though, if you start with a fresh area, and rotate them into place before you ever bake, it might work.


Thanks. That makes sense. They behave very much as if they are bugged. 

#7
Morbane

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huh, ive used these tile variations in a temple area and no ingame problems.

also, tiles can be rotated after being placed - just select and right click iirc - or arrow up/down to variate.

#8
Darin

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Did this ever resolve? I'm getting the same issue

#9
Morbane

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same prefab EF?

#10
kamal_

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The problem is that the floor in the tile model is identified with the _F suffix. This tells the game that is the floor (for when you are texturing/tinting). There is another suffix that should have been used for the floor of that tile, _RF (this tells the game that it is a Rotatable Floor). Info on this issue courtesy RWS. Obsidian had this issue with a lot of their tiles.

My tile pack should fix the issue. You'd only need to grab the relevant tiles from it and stick it in your campaign folder. The tile's name is TL_SI_XXXX_[variant_number].mdl, depending on just which variant it is, variant 03 I think is that specific tile.

To help with the original version of the tiles, you want to rotate them to the correct orientation and then place them, not place and rotate.

#11
ColorsFade

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I didn't even know you could place and rotate. Thanks kamal.

I'll have to check out your fix as well.

#12
Darin

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yeah, i ended up "cheating" by remaking the area with only 1 tile opened and that was in the "proper" direction, though knowing you have a fix will be good if I ever want to do that again (made a dance floor for a tavern/dance hall by using a sunken rectangle and then stone floors in it).