Aller au contenu

Photo

High Elven City Tileset


  • Veuillez vous connecter pour répondre
406 réponses à ce sujet

#176
cervantes35

cervantes35
  • Members
  • 291 messages

I'm not the by any means a tileset guru but I believe a tileset can have only one raise terrain and you seem to have two the trees and the platform especially since they interact with each other. I believe this is confusing the engine on which tiles to place. I maybe wrong and one of the true tileset gurus can probably help you more.

 

My condolences on your fathers passing. I wish you the very best and my thoughts and prayers are with you and family during these hard times.


  • Estelindis aime ceci

#177
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages

it might be a set file rules issue?


  • Estelindis et cervantes35 aiment ceci

#178
Estelindis

Estelindis
  • Members
  • 3 699 messages

Thanks for the sympathy, Cervantes.  

 

I am as sure as I can be that tilesets can have more than one raise terrain.  Many tilesets have several, CTP Babylon (the tileset I've worked on most) among them.  Nonetheless, there might be a clue in what you say: as I don't particularly understand tileset rules, I took them wholesale from the Bioware City Exterior (substituting platform for cobble, high forest for water, and building for, well, building), and that *does* only have one raise terrain.  As such, I didn't get all the rules that I needed to.  

 

Basically, I think that the posts from you, Cervantes, and you, Lord Sullivan, together point the way to fixing this.



#179
Mecheon

Mecheon
  • Members
  • 440 messages

My condolences as well. I'm happy you're getting the support from your family in this time, though

 

The thing with tilesets is they have a 'main' raised tile. So while other tiles can be raised and go up and down via it, they can't really be raised themselves, its all because of the base tileset

 

To use Babylon as an example, you couldn't add a cobble set into that and have it function like the desert in regards to raising/lowering, but you could have it as a tile with various crossers that would almost seem as if it could be raised. I believe this is how LoW's seasonal tileset does it: The 'main' thing that is raised is the cobblestone, and all of the various seasonal bits just have enough crossers to function properly

 

Don't quote me on that though


  • Estelindis aime ceci

#180
Estelindis

Estelindis
  • Members
  • 3 699 messages

Thanks, Mecheon.  I appreciate that.

 

Regarding raised terrain: really, is that so?  Well maybe then I need to make the platform terrain into the "main" raise terrain.  

 

Learn something new every day...



#181
Mecheon

Mecheon
  • Members
  • 440 messages

I forget where I read it, but I do remember it.

 

Raise only working on one type of terrain is also why on those caves and crypts where stuff can be raised, its on the black void as opposed to the tiles themselves


  • Estelindis aime ceci

#182
Estelindis

Estelindis
  • Members
  • 3 699 messages

That's very interesting.  I tried making the very simple change of going from

 

Border=HighForest

Default=HighForest
Floor=HighForest
 
to
 

Border=HighForest

Default=Platform
Floor=Platform

 

This didn't work.  I don't know if it ever had a chance to work, but it was the first thing that came to mind.  I will keep trying (this time via tileset rule changes).  All ideas continue to be welcome.



#183
cervantes35

cervantes35
  • Members
  • 291 messages

If I remember correctly CTP Babylon worked to a point but I believe you had to maually cycle thru the tiles on raise terrain to get the one you needed and both these raises where from the 0m. Your raises occur from the trees which are at -5m or lower I believe and the platform which raises from the 0m.


  • Estelindis aime ceci

#184
Estelindis

Estelindis
  • Members
  • 3 699 messages

I don't remember having to do that in Babylon, but it could be I'm just rusty.  The main thing for me is that it's possible in, for instance, Bioware City Exterior, to paint as many features as you want on raised cobble, but it's not working for my elven city platforms.  I've tried a variety of rule juggling and nothing has changed this as yet.

 

The 0 of my platform floor is at 2.2.  The high forest terrain doesn't have any walkable area except for when walkway crossers cover it, at which point it's 2.2 again.  Sure, it has some geometry below 0, but none of it's walkable.  My understanding, possibly false, was that stuff below 0 was more of a shadow issue than anything else.



#185
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

Some of the rules you have might not be what you really wanted. For example rule 27 says that if you place a building at normal ground height next to a raised building the raised building is changed to a raised platform.

Rule 28 says that if you place a raised building next to a platform that isn't raised the platform is raised which is okay if you don't have tiles with raised buildings next to normal height platforms and want to have both on the same level, if however you have tiles of that kind you should remove this rule.

Also placing a raised building next to a forest will change the forest into a raised platform. Is that what you want?

 

Checking if the rules are causing problems is easy. Just make a backup of the set file and then remove all the rules. They make placing tiles faster, but a tileset can work without them. If you don't have any problems without the rules, there is something wrong with the rules, if you still have the same problem, you have a few wrong tile entries in your set.

 

Your edge.2da is missing a few entries for raised tiles. If it is possible to have raised platform terrain for example you'll need an entry that says: 8   platform   ****   platform    1    thf02_z02_01.

Add those lines with height 1 for all the tiles that can appear at a raised height.

 

You can have walkable terrain below 0. There is no problem with that. Only shadows below 0 will not work properly.


  • Estelindis, cervantes35 et Rolo Kipp aiment ceci

#186
Estelindis

Estelindis
  • Members
  • 3 699 messages
Thanks, Zwerkules, for all that useful advice!  I was trying to go through the rules one by one, but by the time I'd get halfway through I'd forget what the earlier ones were.  >.<  Anyway, I will try the tileset without them, though I *thought* that tilesets with raise/lower needed rules.
 
The edge tiles haven't been updated in a while, I admit.
 
EDIT: I tried removing all the rules.  Didn't seem to make any difference.
 
By the way, my "anomaly" of a feature placed in the corner turns out to have not been one at all.  What I thought was raised terrain there was actually level 0.  All groups/features placed on raised terrain have this buggy effect.


#187
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

After looking at some of the tile entries in your set I found another problem. You have raised forest terrain which stays at the same height as the normal height forest terrain. You also have forests under your platform terrain. If one of your platforms gets raised, the forest below it will also get raised while the forest on tiles next to it will stay the same.

Maybe this is what Cervantes meant when he talked about two different raised terrains. You have the platform terrain and below it is the forest terrain, but in the set entries you can only have one terrain type.

 

When each corner of a tile has the height 1, a tile with all corners at height 0 will be taken and be raised by the ammount specified in your set file. If a feature on a platform is raised, the forest you placed below it will be raised with it.


  • Estelindis et cervantes35 aiment ceci

#188
Estelindis

Estelindis
  • Members
  • 3 699 messages

If the platform is raised completely (i.e. a fully raised, completely "1", no "0" corners), then there's no problem - the forest below it is raised automatically, just as one would expect.  This is just a regular all-0 tile, raised.  The tile isn't duplicated - it's the same tile, raised.  (Right?)

 

I have a large range of "border" tiles with various corner combinations.  To the best of my knowledge, unless I missed something that's going to make me want to hit myself over the head, the heights of forest and platform never clash in any of these combinations.  For example, I have tiles where only a single corner, the top left, is raised.  I then have a bunch of variations of that tile, depending on which corner is platform or forest.  But the raise isn't independent for each terrain.

 

I really hope I'm not missing something fundamental here...



#189
cervantes35

cervantes35
  • Members
  • 291 messages

Excellent Zwerk is helping you out he is much, much better at tilesets then I'll ever be, his advice will make much more sense then the babble I spit out.



#190
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

I tried to have a look at it in the toolset, but I just get an error that 2.5 is not a valid floating point.



#191
Estelindis

Estelindis
  • Members
  • 3 699 messages

I wouldn't put yourself down just because I can't understand, Cervantes.   ;)

 

 

I tried to have a look at it in the toolset, but I just get an error that 2.5 is not a valid floating point.

 

That's strange; it works fine in my toolset.  :-/  Maybe I could send an itty bitty demo module...

 

Anyway, what I'm trying to say is this would be an example of a border tile:

 

[TILE126]
Model=thf02_r04_11
WalkMesh=msb01
TopLeft=Platform
TopLeftHeight=1
TopRight=HighForest
TopRightHeight=0
BottomLeft=HighForest
BottomLeftHeight=0
BottomRight=HighForest
BottomRightHeight=0
Top=
Right=
Bottom=
Left=
MainLight1=0
MainLight2=0
SourceLight1=0
SourceLight2=0
AnimLoop1=0
AnimLoop2=0
AnimLoop3=0
Doors=0
Sounds=0
PathNode=H
Orientation=270
VisibilityNode=A
VisibilityOrientation=0
ImageMap2D=mi_thf02_r04_11
 
SyR2G9o.png


#192
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

The tiles just looked as if the forest was at the same height because the height difference is so low. You have the tiles needed, so there is no problem with raised tiles. You do have a few wrong set entries though. R04_23 and r01_24 where not the tiles that should have appeared when I tested a raised platform next to a normal height platform when I tested it in the toolset.

 

To be able to use your tileset I have to change the 2.5 in your set to 2,5 for working with it in the toolset and later have to change it back to 2.5.

Seems there is a bug in the toolset when it reads height transition values that are not an integer. This also only seems to be a problem with other versions than the English one. I use English tlk files, but the game is still a German version. Why the toolset can read the 0.8 of the diffuse values just fine, but has problems with a 2.5 as a height transition is strange.

 

 

Something else I noticed is that the transparent textures you use at the edges of the platforms are among the first things on a tile that get rendered. You may want to link them to the aurora base again so they are rendered last and change their transparency hint to 1.

 

Edit: I tried all the groups and features on raised platforms and they worked fine. I couldn't reproduce the problem you have shown in your screenshot.


  • Estelindis aime ceci

#193
Estelindis

Estelindis
  • Members
  • 3 699 messages

Oh, I see.  I didn't understand that it was a language difference.   :)

 

Anyway, I did notice a few incorrect tiles when I was making a little demo mod that I hadn't noticed before.  The ones you mentioned were among them.  [Edit: fixed 'em; 'twas a set entry problem.]

 

Here is the tiny demo, for the record: https://drive.google...dit?usp=sharing



#194
Estelindis

Estelindis
  • Members
  • 3 699 messages

One more unusual thing: when I do a single raise of the plain high forest terrain (no platform anywhere in the area), it works as normal, yielding a little group of four thf02_r04_01 tiles (the single raised corner tile).  However, when I go to raise *this* again, a double raise, I get this, in spite of having painted no platform terrain at all in the whole area: 

 

n3HSbrH.png

 

Maybe this is a clue as to where things are going wrong with painting features on raised terrain.



#195
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages

One more unusual thing: when I do a single raise of the plain high forest terrain (no platform anywhere in the area), it works as normal, yielding a little group of four thf02_r04_01 tiles (the single raised corner tile).  However, when I go to raise *this* again, a double raise, I get this, in spite of having painted no platform terrain at all in the whole area: 

 

n3HSbrH.png

 

Maybe this is a clue as to where things are going wrong with painting features on raised terrain.

I'm not sure but, I just downloaded the hak from your link and looking at the .SET file... shouldn't your "HighForest" be treated like the walls of an interior tileset and the platform be your "Default Terrain"? It seems to me that this might just be the issue as the HighForest is currently treated as "Default Terrain". Just my suspicions.



#196
Estelindis

Estelindis
  • Members
  • 3 699 messages

I'm not sure but, I just downloaded the hak from your link and looking at the .SET file... shouldn't your "HighForest" be treated like the walls of an interior tileset and the platform be your "Default Terrain"? It seems to me that this might just be the issue as the HighForest is currently treated as "Default Terrain". Just my suspicions.

 

First thing I changed, since making that tiny alteration was a lot more attractive than rummaging around in primary rules.  Didn't make a difference, so I changed it back.  I'll try again, just in case some bizarre, temporary effect prevented it from working at the time.

 

Edit: nope, still didn't change things, but thanks for the suggestion.



#197
cervantes35

cervantes35
  • Members
  • 291 messages

This is where the problem with two raise terrains rears its ugly head. Try removing the tree only raise terrain r01_01 and r02_01 thru r02_05 then place platforms and raise them and you should encounter no problems raising only the platform and placing any group feature or other terrain upon it.

 

Then through the the trees raises back in, if you have a interaction problem it is because of the two raise terrains, useless it is simply something overlooked such as a wrong raise entry on a tile which I somehow doubt at this point.



#198
cervantes35

cervantes35
  • Members
  • 291 messages

This occurs I believe when you start stacking raises it has to place some raise tiles around it for the second raise and it randomly picks those raise tiles not caring wether there is a platform or not and then goes back and starts selecting ajoining tiles by crosser or terrain attached to it. Not sure this makes sense to anyone but me but its worth a shot.



#199
Zwerkules

Zwerkules
  • Members
  • 1 322 messages

I'd say this is a problem with your rules. Some of them override others like rule 16 which overrides rule 1. I'd say that in this case you should keep rule 1 and remove rule 16. There are a few other of the rules after 16 that probably need to be changed or removed.

If one of your rules says that if you place a raised platform next to a normal height platform, the normal height platform should be raised to the height of the raised platform this will cause problems if it overrides an earlier rule that says a raised platform next to a lower platform will not change that one.

I'll probably have some time later to look through all the rules and see which ones need to be changed. Rule 16 should be removed. There may be more.


  • Estelindis aime ceci

#200
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages

From what I understand of how you've intended the design, the "HighForest" should be just like "Water" in the "Bioware City Tileset". It's not a height but is shaped/modeled like it and should be set to be the default "Border" just like the "Buildings" in the "Bioware City Tileset" that are attached to the default terrain "Platform" which are already raised tiles by design. Every tyle feature/group/terrain/crosser shound all be designed with the same height as the platform. Along with the proper rules, it should all just work out. Raising the HighForest shouldn't be an option.