Pstemarie wrote...
Big thanks to Zwerkules for a comment he posted in another thread about TNO's path nodes being all messed up on the hills and some other tiles and terrains. I've started fixing these issues and its making a HUGE difference in the path finding on that tileset.
I guess I should have posted a note the moment I found out about all those wrong pathnodes in the TNO set. This should be of interest to Shadooow, too.
Since you are working alot with the tileset, I guess you are well aware that there are many other bugs in it, such as activated 'rotate texture' on some wall textures, 'rotate texture' not activated for some ground textures that should be rotated, double meshes and some more. I wish I had written those bugs down when I saw them. They are easy to fix, but now I don't know which models have them.
Since I had no intention of making an override for the TNO tileset (especially since project Q was already working on it and you already changed the parts of it that looked bad, like the roads), I never fixed any of the bugs I found in that tileset.
BTW the texture from wildwoods you used on that watermill bridge looks really nice, but Six made it especially for his buildings and it has some shadows on it where the roofs of his buildings are. Maybe he's got a version if it without those shadows.
Modifié par Zwerkules, 19 janvier 2014 - 06:51 .