Also, I made a quick example of what my tiles look like when overlayed on a ground texture


Goth Zagog-Thou wrote:Ohhh my that's very niceIs that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.
Rman Virgil wrote:Goth Zagog-Thou wrote:Ohhh my that's very niceIs that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.
Indeed. Lovely. And the possibilities for dressing the landscape without impacting PF or PW are tantalizing.
BTW... Got some promising news on the Machinima front for your CAM 4 Mission Briefs.. I'll post in your CAM thread..
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Jorzi wrote:Ah yes, the full-diagonal... Will do.
Also, I made a quick example of what my tiles look like when overlayed on a ground texture
vexed wrote::roll:
Why is it people must always be so negative with people that are trying to fix the issue ?![]()
Anyway, let me clear this up.
The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.
Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread.
Rman Virgil wrote:vexed wrote::roll:
Why is it people must always be so negative with people that are trying to fix the issue ?![]()
Anyway, let me clear this up.
The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.
Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread.
Making cliff better through decals was the main thrust of the conversation after we got past what you mentioned as the unproductive element and it would appear to be slated for implementation as I understand Per's posts earlier today where the discussion continued in this other thread:
viewtopic.php?f=33&t=7244&start=30
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Rman Virgil wrote:.
Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.
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Rman Virgil wrote:.
Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.
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vexed wrote:![]()
Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.
NoQ wrote:As far as i understand, cliff decals require no code changes; without cliff decals, it is necessary to make cliff texture scatter around in a less fluffy way.
Per wrote:You mean do away with the half-tile system, in favour of proper texture splatting?
At least, that's what I'm thinking should be done.
... which should mean that we don't add any new crap since there is enough old crap to fix - like the cliff issue which had a ticket long before 3.1 was branched iirc. Unless I missed something, the decal solution should be pretty simple, just add the decals, and put them on the maps on loading, which should amount to just a "for tile in tiles do if tile->type == TILE_CLIFF then tile->decal = DECAL_CLIFF" loop. Hardly invasive code.vexed wrote:3.1 is feature locked
vexed wrote:Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.
Jorzi wrote:Also, I made a quick example
This will break quite a few maps that used completely different tiles for cliffs (as maps can reassign tile types). For instance, in urban, many people (including the beta campaign authors) use large concrete tiles as cliffs. Updating *decals.txt seems safer.for tile in tiles do if tile->type == TILE_CLIFF then tile->decal = DECAL_CLIFF
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