Author Topic: Would a tilegroup of a mountain/hill have any gameplay drawbacks over raised (layer-cake) terrain?  (Read 421 times)

Legacy_OldTimeRadio

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Let's say you have a 10x10 tile group of a mountain whose edge tiles are all flat but whose inner tiles smoothly ramp up to something very steep.  So steep that, in reality, there'd be no way to see someone on the other side of the mountain if you were halfway up it on the other side of the peak.  All the tiles would be using pathnode A and you have a target creature whose distance away from you would be within range had you been standing on perfectly flat tiles.


 


My question is, would the game engine understand that I couldn't target/see them on the other side of the hill/mountain because of the peak?


 


Or would it let me see/target them?  If it did, how would I "fix" that?


 


General answers are fine, I'm not actually trying to do this.  The question comes up occasionally in my mind.  I'm also all ears if there are other issues related to elevations in tile groups versus raised tiles that I'm missing with the question.


 


Anyone know?


 


Thanks!



               
               

               
            

Legacy_henesua

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I suspect that this kind of raised terrain does block line of site. all you need do is test this with say TNO or medieval rural or something. Raise a bunch of grass, and stick a hostile on the otherside from the PC spawn point.



               
               

               
            

Legacy_OldTimeRadio

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I'm talking about the other side of the coin, where the raise happens as part of a tile group.  Basically, my question is does the engine put off horizontal (3D) rays when it's trying to determine if I can target a creature, hits a walkmesh and goes "oops, even though you're within range, I guess you can't."



               
               

               
            

Legacy_henesua

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Actually OTR I think we are talking about the same thing. A tile is a tile whether it is in a group or not. I was talking about experimenting with this in the toolset by making a mountain out of the slopes in a tileset and seeing whether normal "grass" material can act similar to "obscure" when geometry intervenes between two positioins. I think it does. And seem to recall it behaving this way in game, but it could have merely been that the distance between two creatures was beyond perception range. Medieval Rural by Zwerkules is probably the best to test this with since you can get high slopes with the raise tool.



               
               

               
            

Legacy_OldTimeRadio

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Ah, thank you!  Now I see what you're talking about.  And I bet that if I come across anything weird, peeking into the visibility nodes for those tiles will probably be a good idea.