Yeah, the "final solution" to the terrain seams, which was "liberally remove the tile borders"...NoQ wrote:Also note that decals don't look seamless.
Even easier then.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
NoQ wrote:Another problem: i'm not liking how the cliffs end with a triangle tile. They shouldn't dig their scratches into the ground. Probably that's why we have cliffs made of vertical lines instead in the original game.




NoJorzi wrote:Is it possible to specify "end of cliff"-tiles as well? Making them would be a non-issue...


Jorzi wrote:Made a 12 pixel border around them, looks pretty good now, except the game rotates some of them, causing them not to line up properly...
I also made them more transparent, blending them with the texture underneath to reduce the tiling.
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.Rman Virgil wrote:Yes...I think.


The first number is the number of other numbers. The rest are numbers of tiles that are being marked as decals. Eg.Jorzi wrote:@NoQ: I see you have included a file called arizonadecals.txt. How does this work, all I see is numbers, but no description about what they might do.
arizona_decals,2
34
42Emm well, we already know that the textures are amazing ... now we need to workaround with the cliff endsJorzi wrote:Also, did you check out my attached .zip file?
Emdek wrote:I'm sure that special meshes in form of shipped features could be solution for "perfect" ones.
They will be cool, but they won't magically appear on thousands of maps already made ... and we are now rather fighting for increasing playability of old maps than for the new generation ... i think.MaNGusT wrote:We also need features that could be placed on cliffs.
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