Author Topic: Unwanted "flying" in Dwarven Halls  (Read 770 times)

Legacy_Proleric

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Unwanted "flying" in Dwarven Halls
« on: January 18, 2016, 05:34:12 pm »


               I'm using the version of Dwarven Halls implemented in the CEP Crypt tileset.

During combat, both the player and monsters sometimes seem to "fly" at ceiling height.

Any thoughts on how to fix this?

dwarf_fly1.jpg

Above, the player has taken off.

Below, the villain has joined her.

dwarf_fly2.jpg

It might look cool, but it's not so good for lootable corpses.
               
               

               
            

Legacy_cervantes35

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Unwanted "flying" in Dwarven Halls
« Reply #1 on: January 18, 2016, 05:40:52 pm »


               

Bad walkmesh will cause that problem. Check Project Q's Dwarven halls for that tile and see if you can just copy the walkmesh .wok file and you'll have to delete the wok from the tile .mdl file and copy it from the Project Q file. It looks like its more than one tile so grab all effected tiles and woks.



               
               

               
            

Legacy_Drewskie

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Unwanted "flying" in Dwarven Halls
« Reply #2 on: January 18, 2016, 05:52:18 pm »


               

If I remember right, that's not the only bug with the CEP version of Dwarf Halls, which was simply taken off the vault and not modified at all.  Along with Q, the CTP has a version which has been fixed as well.



               
               

               
            

Legacy_Zwerkules

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Unwanted "flying" in Dwarven Halls
« Reply #3 on: January 18, 2016, 09:16:35 pm »


               

Whatever tilesets or tileset expansions CEP took they never fixed. If a CTP version of the same tileset exists you're always better off using that one instead of CEP's.



               
               

               
            

Legacy_kalbaern

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Unwanted "flying" in Dwarven Halls
« Reply #4 on: January 18, 2016, 11:44:47 pm »


               

Both the CTP and CEP versions of this tileset have issues where you can "shoot through" some of the walls. I haven't tested the Q version yet, but someone had told me awhile back that theirs had fixed the issue along with a few other things.



               
               

               
            

Legacy_Mecheon

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Unwanted "flying" in Dwarven Halls
« Reply #5 on: January 19, 2016, 07:21:30 am »


               

I can confirm Q specifically fixed that issue


 


Does remind me I do need to get that tileset adjustments I have for the Drylands out at some point...



               
               

               
            

Legacy_Proleric

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Unwanted "flying" in Dwarven Halls
« Reply #6 on: January 19, 2016, 03:00:34 pm »


               Turns out that the immediate problem is not the tileset, but the placeable floor with zigzag stripes (from anahak). For some reason, that model contains an aabb mesh, even though there's no .pwk. Remove the aabb mesh, problem solved.

Appreciate the advice on the tileset, though. Whether it's worth reworking all the areas at this late stage remains to be seen, but it's good to know.
               
               

               
            

Legacy_kalbaern

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Unwanted "flying" in Dwarven Halls
« Reply #7 on: January 19, 2016, 03:41:31 pm »


               

What tileset adjustments do you have for drylands? I've always wanted to use it (have it with the CEP), but dislike that it was never expanded to use hill/slope features.



               
               

               
            

Legacy_shadguy

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Unwanted "flying" in Dwarven Halls
« Reply #8 on: January 19, 2016, 05:30:51 pm »


               

Mecheon,  same question as kalbaern.   '<img'>


 


kalbaern, I was messing with Drylands over the Christmas break a bit and have a version of it with Gentle Hills, Waterfalls, Highbridges, Sand and Shallows added.  I *think* I added Trees on Cliff Edges and Shadooow's Roads through Trees as well, with varying levels of success.  I got distracted trying to take similar features into the Tropical tileset, stumbled on an old thread suggesting CM3 could fix a delta in the Z axis that initially torpedoed that idea, and now I'm wandering around various other projects.


 


My Drylands Redux is not in a release-able state on my Hard Drive, but I could tinker further with it if you or other folks were interested.  Is the "Gentle Hill / Wayland Hills" type of feature what you are looking for?  It's not a Hill Crosser I see in some other tilesets, but can build similar terrain in some cases - you need to Raise/Lower first then apply the hill adjacent to the elevation change to get nice hills.


 


I tried the Blender routine for re-generating minimaps on it at some point and it failed for unknown reasons, so it's still re-using the generic Rural minimaps, which look funny to me.  I haven't looked into any nwmax routines for minimaps as I failed completely to even get that running a couple Christmases ago and have been limiting my modelling work to things I can do with text editors, partially as a result.  I think Drylands could also benefit from some more loadscreens, but don't have plans to do anything soon in that department - not sure if CEP already did or not.  I should likely run the entire things through CM3, as well, but haven't.  I still haven't committed to using the Drylands tileset for anything specific myself. 


 


-Dave



               
               

               
            

Legacy_Mecheon

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Unwanted "flying" in Dwarven Halls
« Reply #9 on: January 20, 2016, 07:10:00 am »


               




What tileset adjustments do you have for drylands? I've always wanted to use it (have it with the CEP), but dislike that it was never expanded to use hill/slope features.




I firstly have completely broken the set file and made it read only in lowercase letters, with file names rather than the actual names of things. It appears I am actually poison to set files. This is the reason I haven't actually released anything (Plus my other project of doing some stupid stuff with dragons)


 


Secondly, I'm pretty sure you actually inspired me to do this (Or someone else maligning the lack of hills), I've only really stuck in the hills themselves along with the Dry Riverbed tiles and their bits, but do intend to shove in one or two more things (Forts from Barbaric North is probably the big one, unless anyone has anything they direly need in Drylands). Issue from that would be of course its the standalone version of it and I haven't tinkered too much with the CEP one.


 


 





Mecheon,  same question as kalbaern.    '<img'>



You have it far beyond me, man. I just really wanted those dry riverbed tiles


               
               

               
            

Legacy_kalbaern

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Unwanted "flying" in Dwarven Halls
« Reply #10 on: January 20, 2016, 07:15:51 pm »


               

Since the drylands are just a reskin of the desert tilesets or so I thought, I assumed that the CEP desert could be renamed and the drylands textures used to replace desert ones. I tried duplicating the models last summer though and had no luck, though that was using a computer that has long since become part of a landfill. I may yet try my hand again in the spring when I've more free time again.



               
               

               
            

Legacy_shadguy

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Unwanted "flying" in Dwarven Halls
« Reply #11 on: January 20, 2016, 08:44:13 pm »


               

Nah, the Drylands are actually Rural reskin.  The rural, Snowy Rural, Drylands, and Tropical sets are all in the same family tree of tilesets.


 


kalbaern, I'm still not sure I have the Hills feature you want, but I'll look at completing what I've started and adding in the Riverbeds Mecheon linked to.  I'll try to have it done this month, due to RL pressures in February, but we'll see what life permits.  If it's not done before Feb, there may be some longer delays to get finished.


 


-Dave



               
               

               
            

Legacy_kalbaern

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Unwanted "flying" in Dwarven Halls
« Reply #12 on: January 21, 2016, 01:05:29 am »


               

I'd much appreciate it. I'll not be doing a hak update for my PW until sometime this spring, so not a big rush on my behalf.



               
               

               
            

Legacy_shadguy

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Unwanted "flying" in Dwarven Halls
« Reply #13 on: January 21, 2016, 09:25:45 pm »


               

Cool.  I'll toss whatever I come up with on the vault and then post a thread back here when it's ready.  I feel off topic a bit in this thread.  '<img'>


 


-Dave



               
               

               
            

Legacy_Proleric

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Unwanted "flying" in Dwarven Halls
« Reply #14 on: February 22, 2016, 10:18:21 am »


               Update on Dwarven Halls : the line-of-sight issues in CEP are indeed major, with fireballs flying through walls everywhere.

The workaround I've adopted is to rename the Q tiles and textures as overrides to CEP (a few minutes work in batch). This seems to perform very well so far.

The downside is that I don't have the benefit of any Q improvements to the .set, .itp or edge .2da files, but I'm hoping to get away with that, or else tweak it.

Rebuilding the areas from scratch would require a prohibitive effort. My last resort would be to tweak the .are files to use the Q tileset, renumbering the tiles. I have successfully done this for other tilesets, but only in small areas where there is a systematic 1:1 relationship between the old tileset and the new. In this case, CEP tiles 690-862 mostly map onto Q tiles 0-174, but the precise relationship would require further investigation.