Author Topic: High Elven City Tileset  (Read 15566 times)

Legacy_Estelindis

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High Elven City Tileset
« Reply #195 on: May 24, 2014, 04:42:39 pm »


               


I'm not sure but, I just downloaded the hak from your link and looking at the .SET file... shouldn't your "HighForest" be treated like the walls of an interior tileset and the platform be your "Default Terrain"? It seems to me that this might just be the issue as the HighForest is currently treated as "Default Terrain". Just my suspicions.




 


First thing I changed, since making that tiny alteration was a lot more attractive than rummaging around in primary rules.  Didn't make a difference, so I changed it back.  I'll try again, just in case some bizarre, temporary effect prevented it from working at the time.


 


Edit: nope, still didn't change things, but thanks for the suggestion.



               
               

               
            

Legacy_cervantes35

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« Reply #196 on: May 24, 2014, 05:09:49 pm »


               

This is where the problem with two raise terrains rears its ugly head. Try removing the tree only raise terrain r01_01 and r02_01 thru r02_05 then place platforms and raise them and you should encounter no problems raising only the platform and placing any group feature or other terrain upon it.


 


Then through the the trees raises back in, if you have a interaction problem it is because of the two raise terrains, useless it is simply something overlooked such as a wrong raise entry on a tile which I somehow doubt at this point.



               
               

               
            

Legacy_cervantes35

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« Reply #197 on: May 24, 2014, 05:35:27 pm »


               

This occurs I believe when you start stacking raises it has to place some raise tiles around it for the second raise and it randomly picks those raise tiles not caring wether there is a platform or not and then goes back and starts selecting ajoining tiles by crosser or terrain attached to it. Not sure this makes sense to anyone but me but its worth a shot.



               
               

               
            

Legacy_Zwerkules

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High Elven City Tileset
« Reply #198 on: May 24, 2014, 06:09:44 pm »


               

I'd say this is a problem with your rules. Some of them override others like rule 16 which overrides rule 1. I'd say that in this case you should keep rule 1 and remove rule 16. There are a few other of the rules after 16 that probably need to be changed or removed.


If one of your rules says that if you place a raised platform next to a normal height platform, the normal height platform should be raised to the height of the raised platform this will cause problems if it overrides an earlier rule that says a raised platform next to a lower platform will not change that one.


I'll probably have some time later to look through all the rules and see which ones need to be changed. Rule 16 should be removed. There may be more.


               
               

               
            

Legacy_Lord Sullivan

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« Reply #199 on: May 24, 2014, 06:14:18 pm »


               

From what I understand of how you've intended the design, the "HighForest" should be just like "Water" in the "Bioware City Tileset". It's not a height but is shaped/modeled like it and should be set to be the default "Border" just like the "Buildings" in the "Bioware City Tileset" that are attached to the default terrain "Platform" which are already raised tiles by design. Every tyle feature/group/terrain/crosser shound all be designed with the same height as the platform. Along with the proper rules, it should all just work out. Raising the HighForest shouldn't be an option.



               
               

               
            

Legacy_Estelindis

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« Reply #200 on: May 24, 2014, 06:28:25 pm »


               

Thanks for all the advice.  


 


Cervantes, I see what you're saying, but I can't help but feel that there *must* be other ways to achieve what I want.  I know of several tilesets that allow one to raise water, for instance (giving a sort of waterfall effect on the "border" tiles between water 0 and water 1).  Nonetheless, I will try what you suggest.  


 


Zwerkules, I feel embarrassed!  You are doing the painstaking work that I shied away from.  I will try to concentrate harder when examining the rules and not get distracted.


 


Lord Sullivan, you're exactly right.  In fact, I did a quick "find and replace" on tcn01.set, changing Water to HighForest and Cobble to Platform, and then dumped the appropriate rules into my own set file (deleting all the castle ones).  It didn't change a thing, so I changed the rules back.  :-/


 


There *has* to be a way to fix this.  With your help and advice, I *will* find it.  I might not post back again before tomorrow, as I have a few things to do this evening apart from test this tileset, but I'll get back to you with results in time.  '<img'>



               
               

               
            

Legacy_Zwerkules

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« Reply #201 on: May 24, 2014, 07:29:30 pm »


               

Rules where 'adjacent' and 'changed' differ are only needed for special cases. Lets say for example you have a forest with a chasm terrain and water terrain, but there are no tiles with huge waterfalls at the edge of chasms where the water meets the chasm. Now if you don't want the toolset to show a red square when someone tries to place water next to a chasm the chasm has to be changed to forest terrain.


The rule would be:


Placed=Water


PlacedHeight=0


Adjacent=Chasm


AdjacentHeight=0


Changed=Forest


ChangedHeight=0


 


They can also be useful for terrains that can't be raised like water (there may be tilesets where raised water is possible, but in most cases it is not).


Let's say someone wants to place water next to raised building terrain, but those tiles do not exist. You have three options now:


Don't make a rule that changes the raised building terrain to a different one that works next to water. This will mean the builder will see a red square in the toolset when trying to place the water.


 


Make a rule that lowers the building terrrain next to the water. If there is another raised building terrain next to the one that is going to be lowered and you have no tiles with raised buildings next to lower buildings this won't work and the builder will still see a red square around the tile when trying to place water.


 


Make a rule that changes the raised building terrain to another raised terrain type that works next to water.


 


 


Since your forest terrain can be raised unlike water terrain in most tilesets you don't need any of the rules that say that raised High Forest should change lower High Forest to raised platforms like your rule 20.


All the rules in your set file in which 'adjacent' differs from 'changed' can and should probably be removed.



               
               

               
            

Legacy_Michael DarkAngel

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« Reply #202 on: May 24, 2014, 08:02:31 pm »


               

Just going to throw this out there.


 


Your problem may lie in the 2.5 height transition.  I ran into this when trying to do something similar with my unfinished Gentle Hills project.  It was something I never could fix.  It seems like the game cannot cope with fractions for the height transition, unless you duplicate all of the feature/group tiles to have one version at 0 and a second version at 2.5.  I vaguely remember the feature/group tiles being placed much like your previously posted image (floating above my half height hill terrain).


 


icon_zdevil.gif


 MDA



               
               

               
            

Legacy_Lord Sullivan

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« Reply #203 on: May 24, 2014, 09:39:53 pm »


               


Just going to throw this out there.


 


Your problem may lie in the 2.5 height transition.  I ran into this when trying to do something similar with my unfinished Gentle Hills project.  It was something I never could fix.  It seems like the game cannot cope with fractions for the height transition, unless you duplicate all of the feature/group tiles to have one version at 0 and a second version at 2.5.  I vaguely remember the feature/group tiles being placed much like your previously posted image (floating above my half height hill terrain).


 


icon_zdevil.gif


 MDA




 


Yeah, just tested it by changing the entry of 2.5 to 2 and it seems to want to function correctly, but it breaks the height slightly between features/groups tiles and "Raise/Lower" tiles.


               
               

               
            

Legacy_Zwerkules

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« Reply #204 on: May 24, 2014, 09:56:57 pm »


               

Changing the height difference from 2.5 to 2 or 3 will also fix the 'not a valid floating point' problem. It means you'll have to change a lot of tiles, but if you don't change them now you might have to change even more tiles later if there is no other way than changing the transition to an integer.


Since the 2.5 causes more than one problem even if one problem doesn't appear in English game versions it's best if you change it.


 


Edit: I tried a lot of raised platforms at four different heights and all the features and groups worked fine for me (with the transition height being 2,5). What happens if you change the 2.5 height to 2,5? Does this give you an error message in an English version or does it work?


               
               

               
            

Legacy_Estelindis

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« Reply #205 on: May 25, 2014, 09:51:03 am »


               

Folks, it is looking like you're right.  I tried 2,5 and it gave me the error that you got for 2.5, Zwerkules.  However, when I tried 3, all the groups and features painted properly on raised terrain.  Looks like I'll have to change all my raised terrain.  It will be less work now than if I did it later, at least.


 


Thanks *so* much to everyone who took the time to examine this problem!  '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #206 on: May 25, 2014, 12:36:55 pm »


               


Folks, it is looking like you're right.  I tried 2,5 and it gave me the error that you got for 2.5, Zwerkules.  However, when I tried 3, all the groups and features painted properly on raised terrain.  Looks like I'll have to change all my raised terrain.  It will be less work now than if I did it later, at least.


 


Thanks *so* much to everyone who took the time to examine this problem!   '<img'>




 


Maybe CM3 can simplify the task for you. Load the tiles in and have CM3 raise them to 3.0


               
               

               
            

Legacy_Estelindis

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« Reply #207 on: May 25, 2014, 01:01:27 pm »


               

No, PSM, the task is too selective.  It's only the border tiles that need work, and I don't believe that CM3 (wonderful though it is) has the capacity to see which bits need to be raised and which don't.  Thanks for the suggestion, though.  '<img'>


 


I am getting the work done bit by bit; nearly finished the "3/4 raised" tiles.



               
               

               
            

Legacy_Shadooow

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« Reply #208 on: May 25, 2014, 01:44:27 pm »


               


No, PSM, the task is too selective.  It's only the border tiles that need work, and I don't believe that CM3 (wonderful though it is) has the capacity to see which bits need to be raised and which don't.  Thanks for the suggestion, though.   '<img'>


 


I am getting the work done bit by bit; nearly finished the "3/4 raised" tiles.




A macro would help here, I made similar macro for the raised interior tiles I made. PM me if you want the code.


               
               

               
            

Legacy_Estelindis

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« Reply #209 on: May 25, 2014, 01:47:19 pm »


               


A macro would help here, I made similar macro for the raised interior tiles I made. PM me if you want the code.




Mmmmrmmm, tempted, but I really feel like the canopy of trees beneath the platforms needs to be handled by a human.  (I was really pleased when people said they couldn't see the raise, as that was my aim.)  Thanks, though!  '<img'>