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Author Topic: Falling Water Levels  (Read 181 times)

Script Wrecked

Falling Water Levels
« on: February 16, 2008, 09:59:37 am »
Bug Report

Description: A water tile VFX is lower than the surrounding water tile VFXs. Looks like the Invisible Object that has the water tile VFX has slipped down on its Z-axis.

Location:
[LIST=1]
  • in the Krandor Outskirts on Mistone, under the bridge
  • in the Misted Village on Dregar, the near the cave entrance after walking around the cliff face on the narrow path
Verified:

Reproducable: Been like this for a while.
 

Dorganath

Re: Falling Water Levels
« Reply #1 on: February 16, 2008, 11:23:14 am »
It's a tileset bug. There's no placeable there at all.  It shows up everywhere that same bridge tile exists.
 

Script Wrecked

Re: Falling Water Levels
« Reply #2 on: February 17, 2008, 12:05:43 am »
Assuming the tileset for "Krandor Outskirts" is "DC Forest", and the bridge in question consists of models "tgf01_a05_01.mdl", "tgf01_a05_02.mdl", and "tgf01_a05_03.mdl" from "layo_tilesBV3.hak", please find attached "dcforest_fix.rar" which contains "dcforest_fix.hak" which contains the three fixed models.

This fixes the water levels and the below water level textures (Note: because the water level is higher than originally intended, some textures span the new water level because their corresponding model object spans the new water level).

Changes to tgf01_a05_01.mdl:

Code: [Select]
node trimesh Plane19
  parent tgf01_a05_01

- position 0.0 0.0 -2.8
+ position 0.0 0.0 -1.0

- shininess 11.0
+ shininess 10.0

node trimesh Object134
  parent tgf01_a05_01

- shininess 11.0
+ shininess 10.0

-   bitmap TTF01_rock00
+   bitmap dc_watbot

node trimesh Object131
  parent tgf01_a05_01

-   bitmap TTF01_cliff02
+   bitmap dc_watbot



Changes to tgf01_a05_02.mdl:

Code: [Select]
node trimesh a05_02Water
  parent tgf01_a05_02

- position 0.0 0.0 -2.8
+ position 0.0 0.0 -1.0

- shininess 11.0
+ shininess 10.0

node trimesh Plane01
  parent tgf01_a05_02

- shininess 11.0
+ shininess 10.0

-   bitmap TTF01_rock00
+   bitmap dc_watbot1



Changes to tgf01_a05_03.mdl:

Code: [Select]
node trimesh Object162
  parent tgf01_a05_03

- shininess 11.0
+ shininess 10.0

-   bitmap ttf01_cliff02
+   bitmap dc_watbot

node trimesh Object165
  parent tgf01_a05_03

- shininess 11.0
+ shininess 10.0

-   bitmap TTF01_rock00
+   bitmap dc_watbot

node trimesh Plane21
  parent tgf01_a05_03

- position 0.0 0.0 -2.8
+ position 0.0 0.0 -1.0

- shininess 11.0
+ shininess 10.0


The changed values were based on the corresponding values from the models "ttf01_q21_01.mdl" and "ttf01_q21_02.mdl" from "layov2_tiles_v1.hak".

Hope this helps,

Regards,

Script Wrecked.
 

Dorganath

Re: Falling Water Levels
« Reply #3 on: February 17, 2008, 01:15:55 am »
Har!  Nice!

I'll see what I can do with that, but no promises.  Just trying not to give myself more excuses to delay this update further. :)
 

Hellblazer

Re: Falling Water Levels
« Reply #4 on: February 17, 2008, 01:27:35 am »
always hated that bug.

Dorganath

Re: Falling Water Levels
« Reply #5 on: February 21, 2008, 10:10:19 pm »
Well, well!

Thanks to Script Wrecked's fancy tileset work, this is fixed for the next update.

Great job! :)
 

Script Wrecked

Re: Falling Water Levels
« Reply #6 on: February 21, 2008, 10:44:18 pm »
My pleasure.

If you want the same problem fixed for the Misted Village on Dregar, let me know the tileset that it uses, and I'll do that one too (assuming you have time to squeeze another fix into the next update :) ).

Regards,

Script Wrecked.
 

Dorganath

Re: Falling Water Levels
« Reply #7 on: February 22, 2008, 12:02:14 am »
Misted Village uses the DC Forest tileset as well.
 

Hellblazer

Re: Falling Water Levels
« Reply #8 on: February 22, 2008, 12:32:25 pm »
there is also the rust river bridge on alindor, where the apples are that uses the same bridge. Just a thought.

Script Wrecked

Re: Falling Water Levels
« Reply #9 on: February 22, 2008, 09:14:37 pm »
Please find attached "dcforest_hiddencave.rar". This contains the six models that comprise the "Hidden Cave" feature in the "DC Forest" tileset:

  • tgf01_a07_01.mdl
  • tgf01_a07_02.mdl
  • tgf01_a07_03.mdl
  • tgf01_a07_04.mdl
  • tgf01_a07_05.mdl
  • tgf01_a07_06.mdl
The fixes:

  • level for the water raised (from "-2.8" to "-1.0")
  • texture for the water bottom model objects changed (to "dc_watbot")
  • texture vertices (tverts) for the water changed so that the texture "density" for the water matches the water in the other tiles
Regards,

Script Wrecked.
 

Leanthar

Re: Falling Water Levels
« Reply #10 on: February 22, 2008, 09:35:36 pm »
Very cool Script Wrecked. Thank you.
 

Dorganath

Re: Falling Water Levels
« Reply #11 on: February 23, 2008, 09:59:24 pm »
Once again, stellar work Script Wrecked.

Also fixed for the next update! :)
 

stragen

Re: Falling Water Levels
« Reply #12 on: February 24, 2008, 10:09:07 pm »
Thanks for your time and effort mate!
 

stragen

Re: Falling Water Levels
« Reply #13 on: February 24, 2008, 10:20:29 pm »
Thanks for your time and effort mate!
 

Hellblazer

Re: Falling Water Levels
« Reply #14 on: February 25, 2008, 01:01:34 am »
Aye thank you for making an excellent thing even better.

 

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