Need help with tile area placement
Posted 20 March 2012 - 02:36 PM
As you can see the tiles in the list are not necessarily connected.
I can add them to a tile-class or place terrain and set hight manually but I want them only to be placed if constraints are ok so their placement has to check other tile-classes.
So it would already help if I could check the constraints of the other tile-classes.
I would be grateful if someone could help me with that.
I don't mind the notation like tileList = [x1, z1, x2, z2...] or whatever.
Posted 20 March 2012 - 03:34 PM
You can do that I think. Painters are only dependent on an array of points no matter the number/placement.
Did this by:
var placer = new ClumpPlacer(1, 1, 1, 1, x, z); var painter = [new TerrainPainter(terrainWood), new ElevationPainter(randFloat())]; // new TileClassPainter(clForest) createArea(placer, painter);
for every single tile.
The TileClassPainter is commented out because he throws an error. (Not a problem for me cause I can add them by addToClass but in general it is)
A problem is that the SmoothElevationPainter does not work properly too. Even if I set height to 0 and no matter if I choose ELEVATION_MODIFY or ELEVATION_SET a single tile is alway very high on the left side (perhaps +10) and about half as high on the right.
However, it works with ElevationPainter as I did it manually.
Thx! Just needed a little motivation ^^
What happens if you place 2 clump placers at the same position when painting entities. Will there be 2 placed at the center of the same tile?
Edited by FeXoR, 20 March 2012 - 07:31 PM.