Author Topic: questions  (Read 6502 times)

Enigma

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questions
« on: 8 June 2006, 18:27:55 »
right... been working on some "religious center" but i've got two problems:

1/ the units walk through the walls
2/ their legs disappear into the floor

So... how can I adjust the "exit"-route? The problem can probably be solved by deleting the floor, like in every other building in glest...

screenshot:

« Last Edit: 1 January 1970, 00:00:00 by Enigma »

tucho

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« Reply #1 on: 8 June 2006, 19:03:12 »
looks nice this building  :)

for assign the walkable and no walkable cells in the building you must edit the "cellmap value" parameter in the xml

1=no walkable (wall), 0=walkable  

For example for made a 3 cell building with a door in each one of his walls:

<cellmap value="true">
         <row value="101"/>
         <row value="000"/>
         <row value="101"/>
      </cellmap>

For made a 4 cell building with only 3 doors:
<cellmap value="true">
         <row value="1011"/>
         <row value="1011"/>
         <row value="1000"/>
                        <row value="1011"/>
      </cellmap>

You can't put floor in your buildings... the units don't know where is the collision
« Last Edit: 1 January 1970, 00:00:00 by tucho »

Enigma

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« Reply #2 on: 8 June 2006, 19:08:16 »
i got it, so it must be

<cellmap value="true">
<row value="111"/>
<row value="101"/>
<row value="101"/>
</cellmap>

for this building... I'll just delete the floor then, no problemo ^^
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

tucho

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« Reply #3 on: 8 June 2006, 19:10:20 »
ah, and a very important thing for your building looks well ingame, you must use the cells of the 3ds max's grid as a reference for decide the number of cells that will have the building. 1 cell of the 3ds max' grid= 1 cell of glest game
« Last Edit: 1 January 1970, 00:00:00 by tucho »

Enigma

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« Reply #4 on: 8 June 2006, 19:26:53 »
ah okay, i'll take a look at it :) thanks for the tips
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

tucho

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« Reply #5 on: 8 June 2006, 19:51:22 »
you can merge in your escene this  generic glest character by this way you can see the exact proportions of your building compared to a glest character, you can see if the door is enough heigth or width, etc
« Last Edit: 1 January 1970, 00:00:00 by tucho »

Enigma

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« Reply #6 on: 10 June 2006, 06:40:51 »
it's been perfected, i'm gonna work on the textures today
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

@kukac@

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topic
« Reply #7 on: 10 June 2006, 06:46:01 »
what can these religius center can do?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

Enigma

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« Reply #8 on: 10 June 2006, 07:43:35 »
research fundamentalism so you can send exploding pigs to the enemy.

.... or something like that :P
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

HomerJ

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well...
« Reply #9 on: 10 June 2006, 09:39:12 »
I don't know if you guys are serious about this "fundamentalism" thing but I would give it a different name...
« Last Edit: 1 January 1970, 00:00:00 by HomerJ »

Enigma

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« Reply #10 on: 10 June 2006, 09:47:06 »
how would you call it? i couldn't come up with something else..

a friend of mine wanted to call it "islam" but that's way off the charts of being acceptable. i'm also not gonna call the temple a "mosque", that's a big no-no

so it's absolutely nothing racist or something just... funny ^^
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

HomerJ

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« Reply #11 on: 10 June 2006, 10:46:08 »
Why not call it "kamikaze"?

Fits well in this religios theme (for those who don't know: kami-kaze = god's wind) and it doesn't sound too negative or offending...
« Last Edit: 1 January 1970, 00:00:00 by HomerJ »

Enigma

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« Reply #12 on: 10 June 2006, 16:36:36 »
okay let's fight off the mongols then ^^

this is the result after texturing (centered on the pots ^^):

« Last Edit: 1 January 1970, 00:00:00 by Enigma »

RainCT

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« Reply #13 on: 10 June 2006, 18:39:13 »
What about that it heal all the friendly units that are near it?
« Last Edit: 1 January 1970, 00:00:00 by RainCT »

Enigma

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« Reply #14 on: 10 June 2006, 18:42:56 »
that's the best idea i've heard so far :)
« Last Edit: 1 January 1970, 00:00:00 by Enigma »

HomerJ

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« Reply #15 on: 10 June 2006, 20:51:31 »
Quote from: "RainCT"
What about that it heal all the friendly units that are near it?


Just to get this right, you're talking about the building itself now, don't you?

 ?
« Last Edit: 1 January 1970, 00:00:00 by HomerJ »

RainCT

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« Reply #16 on: 10 June 2006, 21:06:48 »
Yes
« Last Edit: 1 January 1970, 00:00:00 by RainCT »

Enigma

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« Reply #17 on: 11 June 2006, 09:32:12 »
i can't figure out how to let the building heal all units that are near, i still have to click a button and tell the building to do it..
« Last Edit: 1 January 1970, 00:00:00 by Enigma »