Guild hall texture tweak

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

Guild hall texture tweak

Postby Sevenless » Wed Oct 14, 2015 4:22 pm

It's kind of a tricky request, and I don't even know if it's possible without waiting until next world wipe.

Image

Image

Currently, the colour under the shingles is derived from the secondary block. But because it peaks through the shingles, your choices of side doors are pretty limited if you don't want the contrast peaking through the shingles to look wonky.

The secondary board colour is already being chosen to match well with the shingle colour. Would it not make more sense to swap the shingle underlay to be secondary board instead of using the secondary block?
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Guild hall texture tweak

Postby shubla » Wed Oct 14, 2015 4:25 pm

I guess its not too hard to change model a bit?
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Guild hall texture tweak

Postby Sevenless » Wed Oct 14, 2015 4:28 pm

shubla wrote:I guess its not too hard to change model a bit?


No, but I don't know if that would retroactively change all the models of built halls, who built with this issue in mind.

Not really sure I'd like my meticulously crafted houses getting tweaked around either lol.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Guild hall texture tweak

Postby shubla » Wed Oct 14, 2015 4:35 pm

Sevenless wrote:
shubla wrote:I guess its not too hard to change model a bit?


No, but I don't know if that would retroactively change all the models of built halls, who built with this issue in mind.

Not really sure I'd like my meticulously crafted houses getting tweaked around either lol.

I guess that theres some model for all of them. Only thing changing is textures that it consists of. So if they update one main model on server so roof colored thing looks better all of the mansions will update when server next time loads the mesh.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Guild hall texture tweak

Postby DaniAngione » Thu Oct 15, 2015 12:11 am

Yes, it should be easily fixed for all built halls if they change the hall model itself. On simple terms, this is my guess, at least: Already built or not, all models are loaded from somewhere. If the new model simply overrides the old one on the game data, all instances of it are changed.

Just recently they've tweaked models a bit to make the female hair less wonky with straw hat. Being a model change, people didn't need to craft new hats or anything.

The only times we have to build stuff again, etc. is when the change affects data that is kept on each instance of an item individually. For example, when they fixed the loom. Every loom in the world has individual data that couldn't be fixed globally, so we had to rebuild them. Since the objects' models are not individually stored in each instance of an item/built object, they can be changed remotely :)
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
User avatar
DaniAngione
 
Posts: 1791
Joined: Sun Dec 18, 2011 12:22 am
Location: The Hearthlands

Re: Guild hall texture tweak

Postby Kirby254 » Fri Oct 16, 2015 6:26 am

A preview of the place we are trying to make while holding specific kinds of woods would be nice...(rather than the current generic model that shows no matter what items we hold.)
Kirby254
 
Posts: 31
Joined: Mon Oct 12, 2015 11:01 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 66 guests