TheOneBlackRider wrote...
The tile is walkable, BUT: I still get that "X" for "non walkable" of the cursor IG, when pointing onto that slope-tile.
Any ideas?
Likely that is due to having some other missing tiles for that configuration.
Since you are painting a road over a rising piece of ground, you would also need to have the road dead end on the upper section as one tile, and the road dead end on the lower section as one tile.
The toolset MUST see all three types in the tileset.set file or it gives you that red x.
You could easily duplicate the current tile, entirely, and just rename it and put it into the .set file.
The only change really needed to make that x disappear is for the toolset to see a tile listed correctly. You can edit that via notepade by changing the 4 sides to properly match up. IE, top would be set to road, with bottom set to sand. Next tile would need top set to sand, with bottom set to road. Then the toolset will behave correctly.
Of course, it means when you go to paint the road, you will end up with very sharp ends of the road since it doesn't have the fade out texture applied to the proper location.
IE, a road end painted on flat sand, sorta fades into the sand.
Normally, when working on tilesets, it is the little extras that are the pain.
This particular tile you mention has been created and recreated mutliple times over the years by various authors.
CTP has done it in Babylon, but you are not allowed to strip it out, and even if you did, you would have other adjustments to make as well, since CTP raised the tileset in general, and reskinned it with a different sand texture I think.
I know I have this same set of 3 tiles in another Tropical set that was never released, but it also has the base of the entire tileset raised so that nothing drops below zero z, to make shadows work correctly. Bioware designed their engine to NOT cast shadows below zero z, and this means anything that should cast a shadow down into a pit etc, the shadow gets cut at the zero z level.
Anyway, if you take the texture that is already applied to a standard road end tile, you could paint that texture on top of, or bottom of, the respective NEW tile you duplicated. Just adjust the tiles entry in the .set file to point to correct setting for the crosser. Either Top OR Bottom, pointing to Road, with Left and RIght both being empty.
Modifié par Bannor Bloodfist, 22 avril 2012 - 01:06 .