Scenery stuff and such...

The tile-stretching should be disabled. Maybe a task for Timeslip?
 
I already asked him about this.

But Timeslip is only hacking fallout.exe, not mapper.exe, so even if tile size restriction could be somehow removed, problems with making maps from bigger ones will left.

-----------------------------------EDIT

For me would be enough to disable that damn highlight feature, so while walking in night no freaking highlight of Flat scenery will occur, when player will be close to that red, blocking hex.

I simply can't believe that this can't be disabled via Mapper or something! :o
 
It works, Countie! What a surprise. :lol:

image.php


*bluntly waiting for a south/north angle* :D
 
Hhey Conti, ever thought of making a map for an airport? I always wanted one in Fallout, but my wicked graphical skillz aren't realy so wicked, so I'm kinda nowhere with this.
 
Jesterka said:
What? Link to your image? :ugly:

Anyway, I used quite large pieces... so, if you'll see any problems let me know about this. Although, I didn't notice any, but who knows...

Also, you can make a highway as long as you want, connection between "front" and "back" is seamless.

Ravager69 said:
ever thought of making a map for an airport?
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 :P
 
What the fuck, guys? I definitely see it. But I see many lizardous things that others don't.

Contie, everything's OK from what I saw/tested. Maybe except missing S/N version and some nice crossroad. :D
 
Great stuff Contie ... i love the highway. 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?

(As someone earlier posted - cracks across the width of the highway would look awesome)
 
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 :P

Yeah...well...that ain't a problem, right? :D Sooner you start, sooner you'll finish :mrgreen:

Anyway, I think an airstrip with one plane skeleton would be awesome. Perhaps somewehere in the future you would consider doiing it.

As for the new highway art, it's awesome.
 
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?
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.

Removing tile size limit would be the best (or disabling that highlight feature), but someone with teh hackzorz skills and source code is needed, since by hex editing you'll probably not change this.

Those features are already there, but they need to be tweaked, since: Can engine use large pieces? Yes. Can engine highlight something in proper way? Yes.

Meh...


Lexx said:
can we get some destroyed planes from you?
Long time ago I was thinking about something like this (I even prepared reference images! :lol:):

http://en.wikipedia.org/wiki/B-47_Stratojet

Also, I was thinking about wall made from pieces of such bomber, about a whole titan missile like complex (underground and ground), etc. Thinking costs nothing! :ugly:



BTW. Does anyone know what this shit mean?



I'm getting this when I try to click on that rest button in pipboy screen, both in game and Mapper, when a lot of new, large, custom scenery pieces is added to the map.



----------------------------EDIT

I did rest until midnight before entering a map where I have that crash...

Anyway, here's that utter broken highlight feature in action:



I did some testing and here's a result:

- red dots: engine will start to highlight (left screenie),
- green dots: nothing, no fucking highlight (right screenie).

So, maybe it's Frames Offset related? More testing is needed to figure out what's going on.
 
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.

My two cents: do what you're good at, graphic modeling, and leave the cutting stuff to someone else. Eventually some will do it. Since it consumes a shitload of time and your motivation is best to split the work and keep you motivated to do scenery/models and someone will eventually get it cutted.

It's better than you getting bored/frustrated and no job getting done.
Let's take a step at a time.
 
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.
Like you? :wiggle:

Anyway, Contie's right. This stuff as a tiles is pretty idiotic idea; a total waste of time/place in mapper. And I'm not only talking about having/not having some (4096) limits. Imagine you're a mapper of some serious project and you have to browse over 100 fucking pieces more every day when you are, well, "in work". How very funny.
 
@Continuum

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.

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:
do what you're good at, graphic modeling, and leave the cutting stuff to someone else.
Nah, I prefer to do it by myself, since I don't trust that someone will do it perfectly, sorry.

Besides, after splitting sometimes there's a need to tweak something, for example seamless "connection" between "starting" and "ending" pieces just like in case of that highway, so you can build as long as you want and you won't noticed any "holes" or not fitting things there.

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.
Yes, it's working in this way.

Tiles are highlighted as a "disc" around the player ("shape" of tile isn't taken into consideration by engine), but in case of walls or scenery - not. Whole piece is highlighted when player is closing to blocking hex. This is working well with small stuff like boxes, signs, etc. But with something bigger is simply totally broken and looks like shit, and I'm not talking about that highway only...

Transparency when player is behind/under some large scenery (or wall) is working like it should, so why to hell damn highlight can't?

But still I don't get one thing: why to hell this can't be disabled via Mapper? It's simply stupid.

Anyway, I was playing with different Frames Offset and nothing, the same results. So, three "back" hexes are safe, but three "front" hexes aren't. Here's the area where engine is starting to highlight (closer to blocking hex = increased effect):

snap026copy.gif



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...
Yep, it's the only way to fix that.
 
@Continuum

I hate you. 'Been dancing around that to see if I can disable the highlight... frustrating.

Only way to disable the flicks is to fix the light in place. Don't know if properties are same with both items(the street & the mountain I tested), but I raised the light level/light intensity, via mapper, up to 100 to see what happens...

During the day it looks normal, but at night.. the whole piece is at maximum highlight(possible) all the time, so there's no flickering - obviously.

Anyway, if you haven't gone through this already, I thought you might work with it - making the street more darkish in general, so it could blend with the nightlight.., or something like that. ~Just a thought...
 
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