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Castle corner snap.


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8 réponses à ce sujet

#1
PJ156

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Not worth fixing but I  just wondered if this is only me,

 

Castle tile set room corner with one door has an alcove. In the toolset any item placed on that tile snaps to the alcove. Most prominently when using the mouse to move the object. I always work with snap off so this should not happen.

 

It's not a big deal, It's only the one tile and position locking the item once placed with the keyboard stops the problem. I just wondered if this was just me or a function of the tile?

 

PJ



#2
kamal_

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It's the tile. I have experienced that exact problem.

Edit: apparently my brain does not work first thing in the morning.
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#3
rjshae

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Yes, the tile has a hook point in that alcove. (Try enabling the Hook Point pick in the Show/Hide menu.) Compared to the other hook points, the only differences I can see is that the alcove hook point is located in front of the C3 mesh rather than behind it, and it is oriented facing away from the tile rather than toward it. I'm guessing the later may be the cause. There's a similar issue with some of the hook points in Callister's Dungeon tileset.



#4
PJ156

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Good, it's not just me.

 

Has Calister been told?

 

PJ



#5
rjshae

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Good, it's not just me.

 

Has Calister been told?

 

No I haven't mentioned it before; the walkmeshes have too many faces anyway, so I'm re-doing those (for my project) to avoid bake problems. I'm fixing the HP at the same time as they are kind of getting in the way. :)



#6
rjshae

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I did a little more investigating and the issue appears to have to do with the name of the Hook Point. When I changed the name from HP_AP01 to HP_AP_X01, the hookpoint stopped grabbing the placeable. I have no idea why that matters.

 

Can you give this modified tile a try out in your override folder? It's for the second Standard Castle 2_Walls_(1_door) row.

 

https://www.dropbox....DXW_01.zip?dl=0



#7
PJ156

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Nicely done RJS, that seems to have fixed it at this end?

 

PJ



#8
kamal_

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Downloading and adding to my tileset pack, it will appear in the next update.



#9
rjshae

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I think it doesn't need to be in a module hakpack; just keep it in your override folder while building. Not that it really matters much.