Author Topic: CEP 2.6 desert tileset not working ?  (Read 645 times)

Legacy_azaz1234

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CEP 2.6 desert tileset not working ?
« on: December 18, 2015, 08:54:41 pm »


               

i can't get any drylands aspects into a module. can someone please verify this ?


 


to reproduce -


1- open cep demo module


2- add cep2_add_tiles1 and cep2_add_tiles2 to the custom-content hak list


3- create a new area from '[CEP] Desert'.


4- try to paint down any terrain, feature, or group starting with '[Dryland]'.


 


the same goes for the '[All] Wall2' terrain.



               
               

               
            

Legacy_OldTimeRadio

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CEP 2.6 desert tileset not working ?
« Reply #1 on: December 18, 2015, 09:22:11 pm »


               

Going off this hak order list to set up my module, I have confirmed exactly what you're seeing.  Tilesets aren't much my thing but I assume the [Dryland] tiles, at least, are doing that because of something simple in the .SET file. 


 


EDIT: Well, either we're both missing something or the [Dryland] terrain needs some tweaking.  Since I can't put down any [Dryland] terrain, none of the [Dryland] features or groups are able to be placed.



               
               

               
            

Legacy_Failed.Bard

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CEP 2.6 desert tileset not working ?
« Reply #2 on: December 18, 2015, 11:11:02 pm »


               

Dryland terrain can't be painted down touching desert terrain, in any way.  What you end up having to do, if I remember right, is blank out the entire map with water, cliffs, or chasms, and then replace those with the drylands tiles.


 


 


Edit:  It seems that this only works using chasm tiles, at least with the version of it that I have, which is likely 2.3 or 2.4 only.  Desert and dryland tiles can be connected via a bridge crossing a chasm tile.  The chasm itself could then be covered with water placeables, cliff placeables, etc..., to hide the seam if desired.

 The other alternative is outright tile hacking it to place desert and dryland tiles together, though this can be extremely tedious given that the map will be very hard to manually adjust afterwards.



               
               

               
            

Legacy_Failed.Bard

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CEP 2.6 desert tileset not working ?
« Reply #3 on: December 19, 2015, 03:47:26 am »


               

  On the topic of the tileset itself, though, did the bad wok mesh on the one drylands tile get fixed? ztd01_b54_02, it looks like is the model name.  You can walk out into the water in the older versions of it, and given how you sink down through the ground to do it, it seemed unintentional.

 To be honest, the wokmesh along most of the water edges in that tileset has issues.  Blocking in areas where there was no reason for it, largely.



               
               

               
            

Legacy_Proleric

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CEP 2.6 desert tileset not working ?
« Reply #4 on: December 19, 2015, 09:35:21 am »


               The chasm approach works in 2.61, too.

In general for CEP tilesets with more than one terrain, if the default terrain is not the one you want, start by filling the map with an [all] terrain, which might be Wall, Water or Chasm, depending on the set.
               
               

               
            

Legacy_azaz1234

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CEP 2.6 desert tileset not working ?
« Reply #5 on: December 20, 2015, 04:59:39 am »


               

got it. yes, i confirm you can paint 2 types of terrain if separated w/chasm.


covering the resulting chasm trench w/placeables is a bit of a pita...


 


@failed.bard - water seems to work ok.


 


'[all] trench' doesn't seem to work w/drylands.


'[all] wall2' does seem to work w/drylands, but not w/desert.



               
               

               
            

Legacy_Proleric

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CEP 2.6 desert tileset not working ?
« Reply #6 on: December 20, 2015, 10:02:27 am »


               

'[all] trench' doesn't seem to work w/drylands.
'[all] wall2' does seem to work w/drylands, but not w/desert.

Yes, that seems to be a bug. Perhaps the .itp should read '[desert] trench' and '[drylands] wall2'.