Author Topic: Terrain Mapping  (Read 979 times)

Legacy_Chris Lefforge

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Terrain Mapping
« on: August 28, 2010, 05:17:07 am »


               In barrows interior tileset there is a group of tiles that have a "white" bridge. I can turn the animation off to make the bridge go away but a friend mentioned something about turning terain mapping off to get it to show the normal texture. Does anyone know if this is true and how to do it?
               
               

               
            

Legacy_Sharona Curves

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Terrain Mapping
« Reply #1 on: August 28, 2010, 08:27:42 pm »


               From the Final patch notes:
 
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #,
   Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.
   You can turn this off by unchecking "Animation Loop 1" in the tile properties
   for the placed tile group).
 
Right-Clicking and selecting tile properties will allow you to switch on/off tile animations.  This is helpful here, but also for turning off waterfalls, chimney smoke, campfires, etc. that are part of the tiles features.
               
               

               


                     Modifié par Sharona Curves, 28 août 2010 - 07:29 .
                     
                  


            

Legacy_redheadedleague

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Terrain Mapping
« Reply #2 on: September 17, 2010, 01:37:37 am »


               Ah, I was looking at that too.  But I have a question (not having played whatever module this is part of): what's the point of these pillars if they aren't walkable parts of the tile?  The models make it look like they are wet, as if risen out of the water.
               
               

               
            

Legacy_Bannor Bloodfist

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Terrain Mapping
« Reply #3 on: September 17, 2010, 03:18:10 am »


               in Wyvern Crown of Cormyr, you had a puzzel to solve in that area.  Once solved, the pillars would rise up and allow you to cross.  There was a stone blocking the way that prevented you from crossing 'in mid air' with nothing visible to walk upon.  The whole thing was handled via scripting.