Wall Sets LOG 1 Ported over to LOG 2
- TheStoryteller01
- Posts: 20
- Joined: Wed Dec 31, 2014 3:29 am
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Re: Wall Sets LOG 1 Ported over to LOG 2
This is great work from everyone involved!
Thanks for putting the demo and arena together, I just checked it out and I am truly impressed. The wall parts are all terrific and the additional elements are very creative (my favourite is the alcove with the pipes) and I just LOVE the inclusion of "low" elements to create harbors.
The only thing that doesn't quite fit is the door texture of the square tower, it looks kind of painted.
Oh, and that airship model is genious!
Thanks for putting the demo and arena together, I just checked it out and I am truly impressed. The wall parts are all terrific and the additional elements are very creative (my favourite is the alcove with the pipes) and I just LOVE the inclusion of "low" elements to create harbors.
The only thing that doesn't quite fit is the door texture of the square tower, it looks kind of painted.
Oh, and that airship model is genious!
In case you find my grammar and/or spelling weird ---> native german speaker ^^
https://thestoryteller01.wordpress.com/
https://thestoryteller01.wordpress.com/
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Wall Sets LOG 1 Ported over to LOG 2
I don't know what you mean Tower? Do you mean the Cathedral? It was part of the extras pack from mysblade, yes it looks painted but still cool.TheStoryteller01 wrote:This is great work from everyone involved!
Thanks for putting the demo and arena together, I just checked it out and I am truly impressed. The wall parts are all terrific and the additional elements are very creative (my favourite is the alcove with the pipes) and I just LOVE the inclusion of "low" elements to create harbors.
The only thing that doesn't quite fit is the door texture of the square tower, it looks kind of painted.
Oh, and that airship model is genious!
Thxs for your support
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Wall Sets LOG 1 Ported over to LOG 2
I don't know what you mean Tower? Do you mean the Cathedral? It was part of the extras pack from mysblade, yes it looks painted but still cool.TheStoryteller01 wrote:This is great work from everyone involved!
Thanks for putting the demo and arena together, I just checked it out and I am truly impressed. The wall parts are all terrific and the additional elements are very creative (my favourite is the alcove with the pipes) and I just LOVE the inclusion of "low" elements to create harbors.
The only thing that doesn't quite fit is the door texture of the square tower, it looks kind of painted.
Oh, and that airship model is genious!
Thxs for your support
- TheStoryteller01
- Posts: 20
- Joined: Wed Dec 31, 2014 3:29 am
- Contact:
Re: Wall Sets LOG 1 Ported over to LOG 2
The high square building in the middle of the arena demo dungeon. And it's only the doorframe that has a texture that does not fit in with the rest.Eleven Warrior wrote: I don't know what you mean Tower? Do you mean the Cathedral? It was part of the extras pack from mysblade, yes it looks painted but still cool.
Thxs for your support
In case you find my grammar and/or spelling weird ---> native german speaker ^^
https://thestoryteller01.wordpress.com/
https://thestoryteller01.wordpress.com/
Re: Wall Sets LOG 1 Ported over to LOG 2
Hi Eleven.Good news I have solved the problem with objects, it was on my side, I have the same name of material already defined and it was clipping together.
additional minor bugs
1. both town doorways have wrong offset regarding the walls (could b solved by pillars ,no big issue) and sx_town_roof_overhead could be seen trough door in the upper part
2. either walls / sx_town_ceiling / ledge have wrong offset, so it is not fitting together, check screen, there is minor space when looking from below
3. All sx_town_sign are spiking trough wall, so the end could be seen in case wall is only between tiles. Offset need to be set a little.
additional minor bugs
1. both town doorways have wrong offset regarding the walls (could b solved by pillars ,no big issue) and sx_town_roof_overhead could be seen trough door in the upper part
2. either walls / sx_town_ceiling / ledge have wrong offset, so it is not fitting together, check screen, there is minor space when looking from below
3. All sx_town_sign are spiking trough wall, so the end could be seen in case wall is only between tiles. Offset need to be set a little.
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Wall Sets LOG 1 Ported over to LOG 2
Hi guys
1 - Have fixed the indoor walls and door frame. sx_town_doorway is now level with the wall(s) and the indoors I adjusted to 0.065 so should be no gaps for single wall buildings. The doorway is not bad, but you should still add a pillar to both sides of the doorway.
2 - Fixed the Wall Fountain and the fountain Fx
3 - The roof overhead is as close to the wall as I can get it without going through the wall. This model works best when you Draw a building using (sx_town_indoor_no_pillars.
4 - Have adjusted the Wall Signs and they don't protrude through the walls.
** Guys keep in mind that you could have the textures from Sx Town in other assets you have in your mod(s) and in your lua files. One will override the other as Drakkan found out. So check your Texture Folders and meterials.lua file(s) for duplicate files and meterials code(s).
I will wait a futher week before releasing the Set again for any additional problems. Thank you for your help on the issues andddddddddd have fun yeah
1 - Have fixed the indoor walls and door frame. sx_town_doorway is now level with the wall(s) and the indoors I adjusted to 0.065 so should be no gaps for single wall buildings. The doorway is not bad, but you should still add a pillar to both sides of the doorway.
2 - Fixed the Wall Fountain and the fountain Fx
3 - The roof overhead is as close to the wall as I can get it without going through the wall. This model works best when you Draw a building using (sx_town_indoor_no_pillars.
4 - Have adjusted the Wall Signs and they don't protrude through the walls.
** Guys keep in mind that you could have the textures from Sx Town in other assets you have in your mod(s) and in your lua files. One will override the other as Drakkan found out. So check your Texture Folders and meterials.lua file(s) for duplicate files and meterials code(s).
I will wait a futher week before releasing the Set again for any additional problems. Thank you for your help on the issues andddddddddd have fun yeah
Re: Wall Sets LOG 1 Ported over to LOG 2
1. object sx_door_portcullis_no_frame should have set killPillars = false, it has true now and cannot be used inside doors together with pillars.
2. I have some problem with stairs. I was managed somehow to hide the exit which was leading into sky, but still - it is killing pillars in the corners and also default pillars do not fit in my case. I sugest to remove them, so everybody could add pillars which he want (full or wood, etc).
2. I have some problem with stairs. I was managed somehow to hide the exit which was leading into sky, but still - it is killing pillars in the corners and also default pillars do not fit in my case. I sugest to remove them, so everybody could add pillars which he want (full or wood, etc).
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Wall Sets LOG 1 Ported over to LOG 2
Hi Guys.
1 - Ok fixed the Portcullis problem.
2 - I have asked Batty to look at the Stairs Pillars.
3 - Stairs issue was also a problem for me and I did what you did Drakkan found a way to hide the Sky
1 - Ok fixed the Portcullis problem.
2 - I have asked Batty to look at the Stairs Pillars.
3 - Stairs issue was also a problem for me and I did what you did Drakkan found a way to hide the Sky
Re: Wall Sets LOG 1 Ported over to LOG 2
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Wall Sets LOG 1 Ported over to LOG 2
Ki Drakkan.
Ok this object (a) was intended as a test object, I forgot to take it out, so don't use it. Just use the other roof objects
(a)sx_town_roof_edge. Originaly I was going to use this object over the door(s) but it protruded through the wall and had clipping problems.
sx_town_wall_indoor_old_lev2 is used to cover the sx_town_housewall_wood_02 and sx_town_housewall_slate_02 from the inside, otherwise you would see the wood frame protruding through sx_town_wall_indoor_old_lev2. Have a look at how it's put together in my Demo, the first house with the Bed.
I will however look at realigning the 2 objects for different heights ok
EDIT: Ok I had a look and sx_town_wall_indoor_old_lev2 is only used to hide the walls (A/B) from the inside ok, that's what it is for mate. If you want to wood walls together just use the height eg: 1 = 0 the second = 1. Use the sx_town_wall_indoor_old.
Oh and I will now fix the Roof edge to I see where I went wrong it is needed sorry about that
Ok this object (a) was intended as a test object, I forgot to take it out, so don't use it. Just use the other roof objects
(a)sx_town_roof_edge. Originaly I was going to use this object over the door(s) but it protruded through the wall and had clipping problems.
sx_town_wall_indoor_old_lev2 is used to cover the sx_town_housewall_wood_02 and sx_town_housewall_slate_02 from the inside, otherwise you would see the wood frame protruding through sx_town_wall_indoor_old_lev2. Have a look at how it's put together in my Demo, the first house with the Bed.
I will however look at realigning the 2 objects for different heights ok
EDIT: Ok I had a look and sx_town_wall_indoor_old_lev2 is only used to hide the walls (A/B) from the inside ok, that's what it is for mate. If you want to wood walls together just use the height eg: 1 = 0 the second = 1. Use the sx_town_wall_indoor_old.
Oh and I will now fix the Roof edge to I see where I went wrong it is needed sorry about that