Author Topic: Test: Hex/Hept objects need a tileset.  (Read 5650 times)

Trappin

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Test: Hex/Hept objects need a tileset.
« on: 16 October 2009, 07:35:27 »
I have a request. I'd like the Glest default Forest tileset modified to include two new objects. One Hexagon object and one Heptagon object with both being the same size as a Mossy Rock object. No fancy textures are needed - default colors will be fine for the test. It doesn't matter which objects are removed from the default object list - but please include the default Mossy Rock object in the new modified tilseset so the two new objects can be rendered next to the old Mossy Rock object for comparison.

Mark made the hex objects and linked them here:
Code: [Select]
http://www.filefront.com/14639531/Trappin%27s%20Shapes.zip

I mirrored them here: http://www.mediafire.com/file/2nizzoegi5m/HexHept_object.zip

[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Geometric.jpg[/img]

Previous attempts to build wall sections have failed due to random alignment features coded into the game. Objects lack a "true north" code, so each object is dropped into the game world not knowing the direction it should face - also - objects aligned in a linear fashion in the map editor will be rendered in-game with slight deviations along linear lines - hence the slightly jumbled - north/east/south/west -  object placement and rotation shown on the screen shot below.
 
square shaped objects rotate

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/castlewall.jpg[/img]
So, why not use a hexagon or heptagon shaped object? An object with 5 or 6 sides solves the "true north" object problem - it won't matter which side faces north. We will still have the not-quite-lined-up non-linear jumbled appearance but if the Hex/Hept objects are double size the same way Mossy Rocks are sized - then some Hex objects will overlap other Hex objects - just as Mossy Rocks do - but with 5/6 sided objects it wont matter because one face of each object will be overlapping the other and thus form partially homogeneous wall connection seams. The new wall sections will still have deviations N/S/E/W along linear lines but i think it will be tolerable due to the shape of each object.

Mossy Rocks aligned.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment01.jpg[/img]
and

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment02.jpg[/img]
Is anyone willing and able to integrate the new hex objects into a test tileset? Thanks.

« Last Edit: 8 October 2016, 10:52:08 by filux »

-Archmage-

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Re: Test: Hex/Hept objects need a tileset.
« Reply #1 on: 16 October 2009, 12:18:34 »
Why don't you do it?  :)
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24kgoldring

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Re: Test: Hex/Hept objects need a tileset.
« Reply #2 on: 16 October 2009, 14:25:04 »
Wow, wat is that faction is the last pic?

Give me a link to it plz?

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Re: Test: Hex/Hept objects need a tileset.
« Reply #3 on: 16 October 2009, 18:07:50 »
That's Dwarves.
Please next time, if you want a faction displayed in a pic somewhere, just PM the topic creator, or someone like me, and we'll direct you to the faction topic.
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24kgoldring

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Re: Test: Hex/Hept objects need a tileset.
« Reply #4 on: 16 October 2009, 20:36:28 »
Ok, and i hate those, lol

Trappin

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Re: Test: Hex/Hept objects need a tileset.
« Reply #5 on: 17 October 2009, 10:05:41 »
You hate the dwarf faction? The modeling, animations, sounds and textures are top notch and its loads of fun to play.

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Re: Test: Hex/Hept objects need a tileset.
« Reply #6 on: 17 October 2009, 15:20:18 »
I never thought the animations were top-notch, they're not bad, but they're not perfect.
No offense Wciow, they're good, and Dwarves is awesome!
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24kgoldring

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Re: Test: Hex/Hept objects need a tileset.
« Reply #7 on: 17 October 2009, 19:33:02 »
You hate the dwarf faction? The modeling, animations, sounds and textures are top notch and its loads of fun to play.

HA HA!

Mark

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Re: Test: Hex/Hept objects need a tileset.
« Reply #8 on: 18 October 2009, 02:08:08 »
I never thought the animations were top-notch, they're not bad, but they're not perfect.
Lets see you do better when you are working on GAE and have an adult life.  (At least I think he is an adult).

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Re: Test: Hex/Hept objects need a tileset.
« Reply #9 on: 18 October 2009, 02:58:03 »
I'm not criticizing.
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assassin

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Re: Test: Hex/Hept objects need a tileset.
« Reply #10 on: 18 October 2009, 10:52:44 »
Look, Mark and Archmage, can you please stop getting into an argument in every thread. It's kinda annoying. Try not to be so harsh to each other...

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Re: Test: Hex/Hept objects need a tileset.
« Reply #11 on: 18 October 2009, 15:26:02 »
I'm not fighting, just defending.
Sorry about this mess.
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modman

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Re: Test: Hex/Hept objects need a tileset.
« Reply #12 on: 18 October 2009, 22:07:17 »
I believe Mark was talking to '24k', because he initiated the criticism.

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Re: Test: Hex/Hept objects need a tileset.
« Reply #13 on: 18 October 2009, 22:17:35 »
How??
He quoted what I said.
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24kgoldring

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Re: Test: Hex/Hept objects need a tileset.
« Reply #14 on: 18 October 2009, 23:31:44 »
Wat?

Trappin

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Re: Test: Hex/Hept objects need a tileset.
« Reply #15 on: 19 October 2009, 00:22:12 »
Thirteen replies and not one of them on-topic.

Can't say I haven't tried.

Mark

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Re: Test: Hex/Hept objects need a tileset.
« Reply #16 on: 19 October 2009, 00:22:42 »
Sorry, Archmage, and Trappin.  About this thread, um, well does anyone need me to make models?

 

anything