The tile-stretching should be disabled. Maybe a task for Timeslip?
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Continuum said:
Jesterka said:
What? Link to your image?Jesterka said:It works
No, I never thought about it. But such type of art could take a shitload of time: "floors", hangars, some kind of large building and some destroyed planesRavager69 said:ever thought of making a map for an airport?
Continuum said:and some destroyed planes
Continuum said:No, I never thought about it. But such type of art could take a shitload of time: "floors", hangars, some kind of large building and some destroyed planes
I think lisac2k was talking about tile count limit which is 4096. And this is only a half solution thing. For example that highway is done only from 8 pieces: easy to add, easy to build. Now imagine more than 100 unique tiles: add them to game, and try to build a map from it - pain in da ass.Josan12 said:This restriction on tile size really bloody sucks ... as lisac says - maybe we can find the offset using hex editing. Can anyone help with this?
Long time ago I was thinking about something like this (I even prepared reference images! ):Lexx said:can we get some destroyed planes from you?
Continuum said:Now imagine more than 100 unique tiles: add them to game, and try to build a map from it - pain in da ass.
Like you?Demonslayer said:My two cents: do what you're good at, graphic modeling, and leave the cutting stuff to someone else. Eventually some will do it.
Nah, I prefer to do it by myself, since I don't trust that someone will do it perfectly, sorry.Demonslayer said:do what you're good at, graphic modeling, and leave the cutting stuff to someone else.
Yes, it's working in this way.Unno said:Did some ingame testing of that using those canyon "walls" as your street. I see what you mean... there's even a, somewhat, lighter highlight.. two hexes away from the center(toward the red dots area), besides the bigger one. Tough.
Yep, it's the only way to fix that.Unno said:From a practical point of view.. you, or whoever designs the area, could, if possible, cover those specific hexes with something else, so the player will not be able to step into them. ~Just a thought...
Demonslayer said:Continuum said: