half pavings

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: half pavings

Postby Aceb » Thu Mar 08, 2018 4:27 pm

synaris wrote:
Aceb wrote:
synaris wrote:*facepalm* its like saying that i want to fill a glass half full then im asking for smaller glasses.

how can you not understand a new image that is half of one texture and half of another?


Well, we have certain mechanics, that works on tiles and stuff, so it might be a more difficult than You think? I just posted how I see this. I don't know jorbies code, so I can't tell a shit about this. Just trying to put some logic behind words?


logic behind words? okay ill explain the obvious. the textures already exist, you copy and paste one to fill in half a til, copy and paste the other to fill in the other half, then save that as a new image that is accessible when paving.

is that really not possible?


I bet it is. Wanted to say more but, better to shut up in my case. D:
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Re: half pavings

Postby ArgentRhapsody » Thu Mar 08, 2018 7:25 pm

I think it has to do with the terrain underneath the paving.

According to your suggestion, even if he created all those custom tile options and mixed and matched them with EVERY terrain and pavement option, which in and of itself would be an assload of tedious work, There is no way for the system to actually check what terrain is underneath the tile and to pull up the appropriate custom tile for it. It would probably involve coding an entirely new system just for that, and probably going back and re-coding lots of things to accommodate that new system. And even IF you did all that, there's the matter of terrain being inherently messy, static custom tiles in a lot of cases just wouldn't line up cleanly with it.

Also, as it stands, pavement deletes the terrain tile under it anyways, so any other solution would need to rework that system as well, or place pavement tiles on another tile layer right above the terrain layer, if that's even possible, and he'd have to make transparent sections of each and every one of those tile options where the terrain shows underneath it.

LOTS of work for little payout, any way you look at it.
Last edited by ArgentRhapsody on Thu Mar 08, 2018 7:39 pm, edited 1 time in total.
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Re: half pavings

Postby synaris » Thu Mar 08, 2018 7:33 pm

ArgentRhapsody wrote:I think it has to do with the terrain underneath the paving.

According to your suggestion, even if he created all those custom tile options and mixed and matched them with EVERY terrain and pavement option, which in and of itself would be an assload of tedious work, There is no way for the system to actually check what terrain is underneath the tile and to pull up the appropriate custom tile for it. It would probably involve coding an entirely new system just for that, and probably going back and re-coding lots of things to accommodate that new system. And even IF you did all that, there's the matter of terrain being inherently messy, static custom tiles in a lot of cases just wouldn't line up cleanly with it.

LOTS of work for little payout.


i suppose you have a point.
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