Author Topic: Merging Overwrites?  (Read 621 times)

Legacy_henesua

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Merging Overwrites?
« Reply #30 on: May 10, 2012, 03:43:37 am »


               Hmmm... stairs... placing stairs perpendicular to the rise so as to dynamically generate "switch backs"....
               
               

               
            

Legacy_Leurnid

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Merging Overwrites?
« Reply #31 on: May 10, 2012, 03:47:30 am »


               

henesua wrote...

Hmmm... stairs... placing stairs perpendicular to the rise so as to dynamically generate "switch backs"....


I just want to go

[stair up] [stair up] [stair up]
    /
  /
/
instead of
     _/
  _/
/
[stair up] [corridor] [stair up] [corridor] [stair up]
               
               

               
            

Legacy_Bannor Bloodfist

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Merging Overwrites?
« Reply #32 on: May 10, 2012, 04:51:55 am »


               You can't.  It is an engine limitation or a failure of design, however you want to look at it.

Tiles are always 10x10x5  that last 5 being height, and that number CAN change, I have seen it at 5, 7, 10 etc...  Most tiles are 5.  So, what this means is that the engine has no stairs that are 10 meters lengthwise and 5 meters height.  All tiles are built with HALF the tile width as the dividing point.

Tilesets use terrain, and crossers, crossers being the stairs.  Crossers can only connect in specific locations.  They ALL meet in the center of at least one of the outside edges of the 10 meter box of the tile.  Either as an "i" type, only half tile wide, and "l" type, full tile wide, a "T" type that connects on 3 sides or an "X" that connects all 4 sides.  There is a 5th type that can't be represented by a letter, but connects the top to either right or left.  sort of half a "C" or half of a "[".

Anyway, the engine has no way to allow a crosser to fully rise to the top at a reasonable angle when the tile is only half as tall as it is wide.

Believe me, if it could be accomplished in a usable fashion, it WOULD have been done more than 8 years ago, when the game was still supported and still had a huge number of CC artists attempting things.

CTP tried, several different ways of doing it, we could never make it usable with normal sized tiles, we would have had to generate tiles that were 10 meters in all 3 directions.  32.8 feet for a single story building it way too tall, and you can't go less than 10 meters on the length/width of a tile as the engine will NOT work with it.
               
               

               
            

Legacy_Leurnid

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Merging Overwrites?
« Reply #33 on: May 11, 2012, 06:07:21 am »


               

Bannor Bloodfist wrote...


Anyway, the engine has no way to allow a crosser to fully rise to the top at a reasonable angle when the tile is only half as tall as it is wide.

Believe me, if it could be accomplished in a usable fashion, it WOULD have been done more than 8 years ago, when the game was still supported and still had a huge number of CC artists attempting things.


I completely accept that the rise must be half the run and have never questioned that, I understand the limitations of the geometry of the tiles... but the problem with the tileset in question is that between two riser tiles, a FLAT TILE is forced in.  I don't want the 'steps' to continue without interuption, I want the STAIR TILES to continue without interuption by a FLAT CORRIDOR TILE.

Zwerkules managed to do it without any extra models in his Bio-Mines Override with Elevations...
He did it by editing the SET file so it would accept a stair tile as an acceptable neighbor to another stair tile. 

The Project Q SET file only defines a flat corridor as an acceptable neighbor to a stair, which is why between any 2 rising stair tiles, there is a flat corridor TILE (not a horizontal landing, but an actual TILE).

So what I keep getting at, is that the SET file simply needs to be edited in the same fashion that Zwerkules SET tile is, to allow 2 STAIR TILES to be adjacent to each other end to end. I intended to do it myself, just like I was planning on merging the files that prompted me to start this thread... Cervantes was gracious enough to do that, I don't expect him or anybody else to do this for me.

This entire topic got mired in the weeds, when what I wanted to know was what was involved in editing the files.  Let ME figure out if it can be done, just tell me what needs to done to make an honest effort at trying.
               
               

               


                     Modifié par Leurnid, 11 mai 2012 - 06:19 .
                     
                  


            

Legacy_henesua

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Merging Overwrites?
« Reply #34 on: May 11, 2012, 07:11:14 am »


               Maximus pulled off continuous stairs in Versatile dungeons, and Zwerkules pulled off a continuous slope in his corridors in Biomines.
               
               

               
            

Legacy_Leurnid

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Merging Overwrites?
« Reply #35 on: May 11, 2012, 07:20:12 am »


               

henesua wrote...

Maximus pulled off continuous stairs in Versatile dungeons, and Zwerkules pulled off a continuous slope in his corridors in Biomines.


Thank you.  Sanity reigns.
               
               

               
            

Legacy__six

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Merging Overwrites?
« Reply #36 on: May 11, 2012, 01:34:07 pm »


               Oh, just noticed this thread. Being as I made those tiles...

Basically the problem with creating a constant slope is indeed that I didn't make a tile consisting of a stairway-to-nowhere type tile, or corridor that ends where the stairway would be, cutting into the slope. The principle is exactly the same as roads going up hills in something like the vanilla Rural. Normally I'd have added support (as in my other tilesets) but here I must have gotten sloppy.

It's probably going to get a fix involving new tile models in the next Q release. At some point.
               
               

               


                     Modifié par _six, 11 mai 2012 - 12:36 .