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Danidas

Danidas

44 minutes ago, Liesel Weppen said:

Wait what?

Change in texture system sounds like it is only a visual aspect, but from the mechanics it would still work?

Probably that is the reason why e.g. in Darkness Falls still is the old farming system, but you can't see what blockes are tilled, because they look like a normal dirt block?

 

That is exactly correct as instead of each terrain block having it's own texture, now they have no texture of their own and a global map wide texture is applied to them. As a result instead of needing a ton of different terrain blocks for each color/material deviation they only need a small hand full. Which greatly saves on texture/block memory at the cost of eliminating the player's ability to change the color/appearance of the terrain. 

 

Edit - Now as a result the only way to fully implement the old way is if the hoe deleted then replaced the terrain block with a completely new block. Which wouldn't be able to use the global terrain texture smoothing system to seamlessly blend into the terrain and result in the same gap that non terrain blocks get around them. Also considering the massive can of worms that handing the player a magic stick that can instantly delete/replace blocks would be and all the needed code overhead of wrangling those worms. It naturally makes way more sense to go with a dedicated farming block like the devs ended up doing.

 

Danidas

Danidas

30 minutes ago, Liesel Weppen said:

Wait what?

Change in texture system sounds like it is only a visual aspect, but from the mechanics it would still work?

Probably that is the reason why e.g. in Darkness Falls still is the old farming system, but you can't see what blockes are tilled, because they look like a normal dirt block?

 

That is exactly correct as instead of each terrain block having it's own texture, now they have no texture of their own and a global map wide texture is applied to them. As a result instead of needing a ton of different terrain blocks for each color/material deviation they only need a small hand full. Which greatly saves on texture/block memory at the cost of eliminating the player's ability to change the color/appearance of the terrain. 

 

Edit - Now as a result the only way to fully implement the old way is if the hoe deleted then replaced the terrain block with a completely new block. Which wouldn't be able to use the global terrain texture smoothing system to seamlessly blend into the terrain and result in the same gap that non terrain blocks get around them. Also considering the massive can of worms that handing the player a magic stick that can instantly delete/replace blocks would be and all the needed code overhead of wrangling those worms. It naturally makes way more sense to go with a dedicated farming block like the devs ended up doing.

Danidas

Danidas

14 minutes ago, Liesel Weppen said:

Wait what?

Change in texture system sounds like it is only a visual aspect, but from the mechanics it would still work?

Probably that is the reason why e.g. in Darkness Falls still is the old farming system, but you can't see what blockes are tilled, because they look like a normal dirt block?

 

That is exactly correct as instead of each terrain block having it's own texture, now they have no texture of their own and a global map wide texture is applied to them. As a result instead of needing a ton of different terrain blocks for each color/material deviation they only need a small hand full. Which greatly saves on texture/block memory at the cost of eliminating the player's ability to change the color/appearance of the terrain. 

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