DKIM Added to mail server - to improve email activation.
Not sure how much work this would need, but would it be possible to add some kind of visual cues to raised black tiles in the Mines/Caverns tileset (like in Crypt or Dungeon)?
Not wanting to be a pain but will there be a full download of V2 sometime soon (i.e. everything in a big lump).
TR
I have textures for that somewhere. They have 'raised' written along the raised parts.
That would be extremely helpful for the caves and the crypt tilesets. Could they perhaps be put into the vdbuild hak?
Crypt already has a grid overlay for the raised tiles that highlights the slope. I've added a red texture to q_!vd_build for the mines and caverns tileset.
If you replace tdm01_raised.dds with a grid texture you'll see the slopes in the mines/caves tileset as well. I left the texture black so it appears black in game. A texture that highlights the slopes was meant for a hak for building with the tileset. Just like you added one to q_!vd_build.
Hmm why didnt you used the method Ive found and provided in my original package? Ive used animloop with tiledefault and it didnt appeared in game at all that way.
Dungeon and crypt do use your method of tilefade. Zwerks mines and caverns - which have ceilings and are not from your package - are on the list of things to rework so that they use the same methods you did.
Finally got around to adding Este's kitchen tiles to Q - nice job on those btw.
Cool! Though this inspires me to another one of my dreaded suggestions:
Empty versions of tni01 and tni02 terrain tiles (Inn, Living Room, Rich, etc.) and maybe empty rooms (1 tile features) so you can fully customize them with placeables.
Cool! Though this inspires me to another one of my dreaded suggestions: Empty versions of tni01 and tni02 terrain tiles (Inn, Living Room, Rich, etc.) and maybe empty rooms (1 tile features) so you can fully customize them with placeables.
Yeah, I've got a ton of those somewhere that I collected from the Vault. I'll have to dust them off and get them in Q.
Are you updating regularly, or will there be a big update soon? '>
Speaking of tileset addons, one I liked from the City Interior Windows is they include an empty version of that cage in the kitchen that you can put a door on
Just tweaks and bugfixes at the moment. I add a few things just about daily as I find them - or need them for the module I'm making.
One thing I have found odd is that the kitchen tiles in City Interior 2 all have a wood floor but have the walkmesh material set to stone. I have two options - change material to wood or retexture floor with cobble.
My vote is for staying with wood.