Bad tile on graveyard -- map 027-1

Ask for help regarding any technical issue or report any bug or OS independent issues.
Post Reply
User avatar
Kazenawa
Novice
Novice
Posts: 189
Joined: 18 Dec 2011, 09:24

Bad tile on graveyard -- map 027-1

Post by Kazenawa »

Hi there, switching the view in manaplus, i've noticed this particular tile presenting the continuity of the house : (90,81)

Here is an atatched screenshot.
User avatar
Reid
Lead Developer (SoM)
Lead Developer (SoM)
Posts: 1551
Joined: 15 May 2010, 21:39
Location: Artis
Contact:

Re: Bad tile on graveyard -- map 027-1

Post by Reid »

It's the end of the shadow of the house, it's not a bad tiles.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
User avatar
Jaxad0127
Manasource
Manasource
Posts: 4209
Joined: 01 Nov 2007, 17:35
Location: Internet

Re: Bad tile on graveyard -- map 027-1

Post by Jaxad0127 »

It might need to be moved to a better layer, which is I think what Kazenawa meant. The rest of the roof was hidden in that view mode, why not that edge?
Image
User avatar
Reid
Lead Developer (SoM)
Lead Developer (SoM)
Posts: 1551
Joined: 15 May 2010, 21:39
Location: Artis
Contact:

Re: Bad tile on graveyard -- map 027-1

Post by Reid »

Jaxad0127 wrote:It might need to be moved to a better layer, which is I think what Kazenawa meant. The rest of the roof was hidden in that view mode, why not that edge?
Because it's not a part of the roof, it's a part of the shadow. If you place it on the over layer, the shadow will be displayed over the player, but only for this tile... :)
This tile is on the fringe layer, it should maybe be moved to the ground2 layer... But that won't change anything to Kazenawa's problem.
Image
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
User avatar
Kazenawa
Novice
Novice
Posts: 189
Joined: 18 Dec 2011, 09:24

Re: Bad tile on graveyard -- map 027-1

Post by Kazenawa »

I just found it weird to see that part alone, like this, but i don't know anything about maps ^^.

I just reported in case of it has to be changed, but maybe it hasn't :)
Ablu
Manasource
Manasource
Posts: 288
Joined: 23 Jul 2011, 08:31
Location: Germany

Re: Bad tile on graveyard -- map 027-1

Post by Ablu »

Why not stick all the shadow stuff into the over layer?

Regards,
Ablu
User avatar
Reid
Lead Developer (SoM)
Lead Developer (SoM)
Posts: 1551
Joined: 15 May 2010, 21:39
Location: Artis
Contact:

Re: Bad tile on graveyard -- map 027-1

Post by Reid »

Ablu wrote:Why not stick all the shadow stuff into the over layer?

Regards,
Ablu
Woodland tilesets has been made to be easy to use from Crush so some elements are combined, this help for layer management, because with his tilesets, you mostly just need 4 tile layers. (Collision, Over, Fringe, Ground)
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
User avatar
tux9th
TMW Adviser
TMW Adviser
Posts: 428
Joined: 09 Mar 2012, 20:21
Location: -67.067433,54.433587

Re: Bad tile on graveyard -- map 027-1

Post by tux9th »

Ablu wrote:Why not stick all the shadow stuff into the over layer?

Regards,
Ablu
Try sticking them into over layer and look at it in game. it looks like crap :)

027-1 hasn't been redesigned correctly therefore not all tiles which are in Fringe actually belong there. Maybe someone will fix this in the future.
As Reidy pointed out this wouldn't change if that tile was in the correct layer.

greets
User avatar
Nard
Knight
Knight
Posts: 1113
Joined: 27 Jun 2010, 12:45
Location: France, near Paris

Re: Bad tile on graveyard -- map 027-1

Post by Nard »

Woodland_village_1.png
Woodland_village_1.png (416 Bytes) Viewed 2577 times
First this tile has bad shading direction: it seems that light comes from N-W
Second, if light comes from south west the shade should have a rectangular shape, not trapezoidal (left example). It would be trapezoidal if the wall was isolated).
If it's purpose is only to bring shade on the ground, then the wooden part is useless (right example). It still cannot be over since it would shade the roof too.
Anyway most of the shades in game are inconsistent with conventions. If they were, the shade sizes should be equal to the object height (or its half) and the apparent angle with horizontal lower than 45°. If I don't forget anything, the only objects that have roughly correct shades are palm trees.
"The language of everyday life is clogged with sentiment, and the science of human nature has not advanced so far that we can describe individual sentiment in a clear way." Lancelot Hogben, Mathematics for the Million.
“There are two motives for reading a book; one, that you enjoy it; the other, that you can boast about it.” Bertrand Russell, Conquest of Happiness.
"If you optimize everything, you will always be unhappy." Donald Knuth.
Post Reply