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Pille

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Everything posted by Pille

  1. I am starting to feel something like christmas anticipation. Do not withhold our gift.
  2. Thanks to my support team.
  3. It also means, I needed a break. ^^ And now it's hard to get the hang of my chaotic source code.
  4. @n2n1 Me too. I am not able to use the static spawns in RWG. That's really annoying. @Guppycur What kind of claims are you talking about? lol @Royal Delux Have you fixed the prefab (because I don't get any error messages)? There were ideas in my head for a random vegetation brush and actually there's no reason to not have such a feature.
  5. @Spectral Force, stallionsden Thanks for being so supportive. @Mr.Kinder I think Spectral Force and stallionsden have already answered your questions but if there's anything else you want to know, just ask. @n2n1 That would be bad. I'll have a look at this issue. Thanks.
  6. Naughty boy. I cannot contact you.
  7. Actually it's annoying since we have to recheck hundreds of blocks ids (because some of the blocks could have an useful unknown rotation^^). Ohh thanks for the hint!
  8. Unfortunately, version 0.4 is still not ready (soon® though). So instead of an update you get some hints regarding rotations (that's something I've discovered recently). There are blocks having the property OnlySimpleRotations. If you open the block.xml and remove all occurrences of the line <property name="OnlySimpleRotations" value="true"/> you should have more available rotations for certain blocks (e.g. for the garage door). However, there are other rotations which will still remain inaccessible ingame (you can set them in the editor though even if you haven't modded the blocks.xml). Does anybody how we can make all rotations available (without editor / for ingame usage)?
  9. Actually the performance isn't bad if you walk through the city (flying or driving is another story though, lol). However, the memory consumption is very high. You need more than 16 GB. I think that's ok. An extraordinary project should require an extraordinary amount of memory.^^
  10. Wow awful news. I have no clue about most of the things you've mentioned but I might be able to support you regarding the performance issues. There are a few ideas I will test...
  11. Ahh thanks man and thanks for teaching me a new neato slang word.^^
  12. Make more prefabs I can steal from. ;p
  13. Ahh ok, I thought you called me a ��������.
  14. Ofc this was a little exaggeration. lol ���?
  15. No, I am almost a noob. Haven't released a single prefab yet.^^
  16. Ahh thanks, this works. So I changed the density of the cubic blocks.
  17. No, get out of my thread! ;-) My plan is to make an option and a button with scope functionality (correct density for selected blocks, correct density in the current the layer and correct them in the whole prefab). Maybe I should add an "Advanced Editor" tab in the option menu including this and similar settings for advanced users. Is that what you mean? According to Guppy, you have to set a certain negative density value to get rid of the gaps (something between -90 and -99, I can't remember). As far as I remember, he mentioned it in his 'like to build' thread.
  18. Hi Magoli, sounds like the density autocorrection is 'helping' you to choose to right densities.^^ Probably, your density values are really bad, so it's presumably not a bug but I am going to fix this soon... If you want these bad values you should be able to set them. ;p It's feasible yes. I'll try implement it so there is no way atm
  19. @Mana Maybe you can delete the region files. I'm pretty sure that this would fix it.
  20. Lol, sounds pretty funny. I assume it's a game bug because restarting the game fixed the issue, but I don't know whether there is a easier way to get rid of the problem.
  21. Lol, don't worry, you're not a pain.^^ Yes, sometimes. ^^ There are two types of textures. Textures whose orientation is independent of the block rotation and textures that can be rotated by changing the rotation of the block (I think this can be changed in one of the xml files). My editor doesn't show the true orientations, so you have to check it ingame.
  22. I'll try to program it today or tomorrow. It's on my to-do list since several months.^^
  23. No, sorry. Not implemented yet (or maybe just deactivated^^) because there were some missing block rotations. So it would not work with all blocks. Wow, that's brilliant. Unfortunately, I have no clue what you mean but maybe it's just because I'm very tired atm. Will reread it after a nap. ^^
  24. @all I am still having trouble with empty sleeper volumes. I've set the day counter to 50 and the character level to 200 and used one of the 'badass' groups (GameStageAdjust is set to hard). Nevertheless, sometimes i am still getting dozens of 'Triggered empty sleeper volume' messages. Using a sleeper groups that have an emptyChance of 0 works but it's not a good solution. Any further pro tips? @Mana If you need more detailed instructions, I can make another how-to...
  25. How to rotate a prefab We're going to rotate the football stadium (file name is football_stadium.tts). There are two ways. Either we can use the xml paramater RotationToFaceNorth (see Xml -> Rotation to face north; it doesn't work according to stallionsden ) or we can do the following: 1st step (calculate the size of the prefab you're going to rotate): The size of the stadium is 173 x 44 x 138 (length in x-direction x height x length in y-direction). To determine the dimensions of the prefab we can use the layer slider. Length in x-direction = (highest possible slider position of side view) + 1 Length in y-direction = (highest possible slider position of front view) + 1 Height = (highest possible slider position of top view) + 1 2nd step: Press Ctrl + N. The longest side of the stadium is 173 blocks and its height is 44 blocks. So we can use the following lengths (name your new prefab 'Temp'): 3rd step: Click on tools -> insert prefab and select your prefab (football_stadium.tts). Then select a rotation (we choose 90°). 4th step (placing the prefab): Go to the top view, to layer 0. Click on one of the following corners - lower left corner if you use a rotation of 0° - upper left corner if you use a rotation of 90° - upper right corner if you use a rotation of 180° - lower right corner if you use a rotation of 270° The blue box represents the prefab you're going to insert/rotate (should be completely inside your Temp prefab). 5th step. Click on fix position (tools tab -> fix position) and remove the unwanted air blocks (see Guppy's tutorial video). 6th step. Click on File -> Save As and choose a save you rotated prefab.
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