Raakku Posted November 9, 2012 Share Posted November 9, 2012 I tried out making a simple river and cornfields. As I don't know if water is going to be added at some point this river is just unpassable, undestroyable tiles. maps, tilegraphics and spectres: http://www.mediafire.com/?iw1qz44db6732 Quote Link to comment Share on other sites More sharing options...
Gribbstar Posted November 9, 2012 Share Posted November 9, 2012 What you didn't make it so that we can swim through it? This is unacceptable! Joking, excellent work - really nicely done! Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 9, 2012 Author Share Posted November 9, 2012 Fertilizer leaks from farm tiles has polluted the water and made it unswimmable. Quote Link to comment Share on other sites More sharing options...
xcorps Posted November 9, 2012 Share Posted November 9, 2012 Man that is great. Thanks so much. Any chance of some browner water? Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted November 9, 2012 Share Posted November 9, 2012 (edited) As I don't know if water is going to be added at some point this river is just unpassable, undestroyable tiles. Don't think there will be another type of water in the game. To make water walkable, if we don't talk about jesus type waterwalking, need to make special unit sprites or masked transparency for units, don't think they will do the first, because water is not very important thing in game, or could to do the second. At least I can't imagine another way to make this appropriate, (well, there are some ways but they far from good and didn't work well) especialy if we talk about animated water. And really like your bridge sprites, nice and very neat work Edited November 9, 2012 by zzz1010 Quote Link to comment Share on other sites More sharing options...
flyingdisc Posted November 9, 2012 Share Posted November 9, 2012 First off, it looks good! Quick questions - can xenonauts/alien move through cornfields too? I would also like to know, is it (technically) possible to also mod in destroyed cornfields - so that explosions, hunter movement, lead to cleared areas? I guess part of this answer is that a second burnt/destroyed tile could replace this. What I don't know about is whether the xenonaut game mechanics makes providing destroyed/undestroyed tiles an option for map mods - anyone know? Quote Link to comment Share on other sites More sharing options...
thothkins Posted November 9, 2012 Share Posted November 9, 2012 (edited) The bridge is very nice indeed. Surprising how much of a positive difference the river makes. Edited December 18, 2012 by thothkins Quote Link to comment Share on other sites More sharing options...
Gorlom Posted November 9, 2012 Share Posted November 9, 2012 First off, it looks good! Quick questions - can xenonauts/alien move through cornfields too? I would also like to know, is it (technically) possible to also mod in destroyed cornfields - so that explosions, hunter movement, lead to cleared areas? I guess part of this answer is that a second burnt/destroyed tile could replace this. What I don't know about is whether the xenonaut game mechanics makes providing destroyed/undestroyed tiles an option for map mods - anyone know? why shouldn't it? there are normal, damaged and destroyed (or is destroyed just an empty floortile?) tiles for the official map objects. why shouldn't it be possible for the modded objects? or am I misunderstanding you somehow? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted November 9, 2012 Share Posted November 9, 2012 flyingdisc, I refer you to this thread. I believe the answer to your question is "not yet". Quote Link to comment Share on other sites More sharing options...
flyingdisc Posted November 9, 2012 Share Posted November 9, 2012 flyingdisc, I refer you to this thread. I believe the answer to your question is "not yet". Thanks Max Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 9, 2012 Author Share Posted November 9, 2012 I was lazy and didn't draw damaged corn, so that's the only reason it disappears when shot. On the X-COM UFO I made the walls had also damaged graphics. Quote Link to comment Share on other sites More sharing options...
flyingdisc Posted November 9, 2012 Share Posted November 9, 2012 Oh. So do you supply two tiles? - how does the engine know where to find the damaged version of your undamaged file? Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 9, 2012 Author Share Posted November 9, 2012 There's .png files for pictures and .xml files called spectres that hold the information of the indivual tiles and their different states and tell the game what graphics to use for the states of the tile. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted November 10, 2012 Share Posted November 10, 2012 Each state of the object has its own hit point value. When that value is exceeded the game switches to the next state. You set individual images for each state so you can have an object look pristine for the default stage, add some scorch marks for the damaged state and either disappear or become a smoking wreck for the destroyed stage. Each state also has its attributes set individually. That means a wall can be impassable when intact, vaultable once you blow the top half off, then when it falls down into rubble you could just walk through the gap. Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 17, 2012 Author Share Posted November 17, 2012 Here's a few traincarts and track for them. The tiles are on their own custom common folder so they're easier to put on a town tileset if somebody wants to try that. The outer doors are static because there seemed to be some trouble with doors on the way of stairs. graphics, tiles and maps: http://www.mediafire.com/?e6ym9u01w9shk Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted November 17, 2012 Share Posted November 17, 2012 Nice. Realy. But train windows is non trasparent, I mean soldiers can't see through it, I think they must. And when I broke it - adjacent tile become unpassable( *I see, You forgot to add orientation to damaged state ). And I also think it can be little more playable if make it 4 tile wide, i feel too tight inside, but, yes, it would break proportions and it's little late. Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 17, 2012 Author Share Posted November 17, 2012 Thanks for noticing the problems with windows, I had completely missed them. I had tought that the "window" -option would overrule the visibilityscore and make them automatically transparent. I fixed them to the .zip and uploaded it again. You're propably right with the size, I made it that small only so it would'n look too big next to a car. Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted November 17, 2012 Share Posted November 17, 2012 (edited) Yes, this scale is good, if make it bigger it will less fit. Well, I just remove some chairs. And about visibility score, as far as I know it's not work like you think(I has same errancy) - it's just boolean switch (100-yes) /( less then 100 - no), Yes, it will be much better if this actually was multiplier to visibility range, but it's not There also some mess with traincar_end_door_NE, don't know is it intended but it have 0 path score for open and default but 1 for damaged. If it is not passable then maybe remove open state or make it passable while open. Edited November 17, 2012 by zzz1010 Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 17, 2012 Author Share Posted November 17, 2012 Yeah, there was some problem with one door who didn't look like open even when it opened but it was because two doors were placed on same tile (one SW and one NE). I think the path score doesn't affect doors default or open state, meaning that you can always walk thru door. Might be bug. As I understood, the visibility is boolean, but it works (0=no)/(more than 0=yes). Maybe they're going to add the support for varying visibility range because some of the default windows had visibilities other than 0 or 100. Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 17, 2012 Author Share Posted November 17, 2012 (edited) Goddammit man, I'm gettin tired of trying to argue with you and being wrong. Youre right with the boolean thing, I remembered it reading from the wiki. Edited November 17, 2012 by Raakku Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted November 17, 2012 Share Posted November 17, 2012 (edited) but it works (0=no)/(more than 0=yes). No, it work as I say. Yes>=100>No. Test it more precise. Wiki says it's yes>=1>no, but this confusion is because in level file it's stored divided by 100, I mean 100 in editor is 1 in file (50 is 0.5)(well, it it makes sense so far as it's precents, but can be misunderstood). I don't know is they want to change it but for now nothing exept 100 or 0 is not matter. it's can be just mistake, there lot of them. Edited November 17, 2012 by zzz1010 Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 17, 2012 Author Share Posted November 17, 2012 I made a mistake when trying to edit my old message and accidentally posted it second time, I changed my reply to it. You're right. Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted November 17, 2012 Share Posted November 17, 2012 I made the same thing, I mean double post Quote Link to comment Share on other sites More sharing options...
Raakku Posted November 17, 2012 Author Share Posted November 17, 2012 This it the problem with trying to answer with editing a forum post and making a mistake as the other person on the conversation might be reading the message real time and thinking one just tries to spam his opinion. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 23, 2014 Share Posted June 23, 2014 These look great, probably could be used in some new tileset pack in the future? Quote Link to comment Share on other sites More sharing options...
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