Vai al contenuto

Foto

tile variation different in-game


  • Effettua l'accesso per rispondere
Questa discussione ha avuto 9 risposte

#1
bealzebub

bealzebub
  • Members
  • 352 Messaggi:

I ran into something kinda strange. I have a dungeon made out of kamals tileset project-caves. Every thing seems fine in the toolset, but when I go into game to test it, the tiles (hall end no door) have switched from variation 1 to variation 2.

Any idea what might cause this?



#2
kamal_

kamal_
  • Members
  • 5235 Messaggi:

Does the same thing happen without my project? The only difference in my project's caves should be that they are tintable.



#3
rjshae

rjshae
  • Members
  • 4477 Messaggi:

That can happen when you have tile models with packet names that match the names in a different variant. I think the game engine is caching the model components by part name, so if two have the same name it only keeps one of them.



#4
bealzebub

bealzebub
  • Members
  • 352 Messaggi:

Does the same thing happen without my project? The only difference in my project's caves should be that they are tintable.

 

I'm not sure

 

That can happen when you have tile models with packet names that match the names in a different variant. I think the game engine is caching the model components by part name, so if two have the same name it only keeps one of them.

 

soo... search through my haks and campaign folder to try and find duplicates?

 

 

the caves- hall end no door tile has 3 variants, so I mad a test area and put down all three. they look fine in the toolset.

When I check in-game, variant 1 looks like variant 2. Variants 2 & 3 look fine.



#5
kamal_

kamal_
  • Members
  • 5235 Messaggi:
Rjshae is talking about individual parts of the tile. I have to check the tiles in gmax.

#6
kamal_

kamal_
  • Members
  • 5235 Messaggi:

My fault looks like I'd copied 2 into 1 with TL_SPU6_xxx (the hall end no door tiles). This should fix it: https://dl.dropboxus..._CV_SPU6_01.MDB

 

I'll get the main project updated with this.



#7
bealzebub

bealzebub
  • Members
  • 352 Messaggi:

Thanks kamal, I found a few more while yer at it.

The (two-walls) variant 5 tile and the (stair down hall end) tile, the floor wont tint.



#8
kamal_

kamal_
  • Members
  • 5235 Messaggi:

Thanks kamal, I found a few more while yer at it.

The (two-walls) variant 5 tile and the (stair down hall end) tile, the floor wont tint.

If you identify them, you can message me and I'll get them fixed.



#9
kamal_

kamal_
  • Members
  • 5235 Messaggi:

Well this is strange. I started testing of cave tiles and found some variants that don't take tint even though the tiles have tintmaps. They seem to all be in the "standard tile variants" bunch. The problem is I can't figure out why they aren't taking tints.



#10
bealzebub

bealzebub
  • Members
  • 352 Messaggi:

I found a few in the deep chasms set also. I'll make a list and let you know which ones later.