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Old 11-22-2007, 04:32 AM   #21
Dinonykos
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Default Re: Enhanced Walls II



For a "stand-alone" tower, you need a special wall, so you need three walls instead of one...

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Old 11-22-2007, 04:35 AM   #22
Dinonykos
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Default Re: Enhanced Walls II





Playing around with these three walls is very useful to get an idea how this wall stuff works...
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Old 11-22-2007, 06:21 AM   #23
Uatu
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Default Re: Enhanced Walls II

Dayum! That is some NICE wallwork! Will have to play with that stuff (although I don't know if I will ever have the power to actually make some!).

Once extra question - I see some water in the animation you posted - is that done with walls, too? Or backgrounds?
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Old 11-22-2007, 06:23 AM   #24
Dinonykos
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Default Re: Enhanced Walls II

I have just realized that I will hav to do special doors for this rounded wall...
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Old 11-22-2007, 06:27 AM   #25
Dinonykos
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Default Re: Enhanced Walls II

The water is done with backgrounds. But it is not that complicated, because it is a simple quay wall. I would use the new wall template if I would like to do some real docks or footbridges. I remember Manikus worked on docks and had to use lots of backgrounds...

Anyway, my next wall project will most probably be the ship that I planned to do for months...
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Old 11-23-2007, 08:16 AM   #26
Uatu
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Default Re: Enhanced Walls II

Cool - I guess I will have to do water someday. (It's easier in a way than walls, anyway, although it takes more work.) Docks and bridges would of course be nice...

A ship would be very cool (and very complicated!). Wow...
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Old 11-25-2007, 11:58 PM   #27
manikus
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Default Re: Enhanced Walls II

Quote:
Originally Posted by Dinonykos View Post
To SilentThief:
XY_wall_rect=... defines the square that the wall slot in your template possesses. This was easy...
XY_off=... Hmm, I assume that this is the offset compared to the Default template. To be honest, I played around a lot before I got proper results. I am not sure wether I understood it or not...
VIEWPORT_COORD_Z_W = X,Y ...
You see, I have not really understood a lot. It is all a matter of adding and substracting coordinates...
It is like Uatu wrote: playing with them a few days (or one evening together with your wife... ) helps a lot.
The offsets refer to the viewport coordinates.
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Old 11-26-2007, 01:06 AM   #28
manikus
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Default Re: Enhanced Walls II

I was just updating a config.txt to upload here and I noticed that the part in the first post is incorrect (but easily correctible). For the first two thirds, it reads '2' (A2, B2, etc.) but for the last third it reads '1' (coord_0_1, etc). They should all read '1' or '2' but not be mixed, in order to work properly.

Anyways, I've attached a new version of the config.txt that includes Dinonykos new hyper walls and has that last fix changing the single remaining reference to UAF to DungeonCraft.
Attached Files
File Type: txt config.txt (13.1 KB, 5 views)
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Old 11-26-2007, 05:56 AM   #29
Dinonykos
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Default Re: Enhanced Walls II

Oh!
Well, this is not the first time that Manikus corrects a mistake of mine...
Thanks!

By the way, the ship is ready. Well, the tonnage is not finished... I'll try to post a guided tour during this week. It consists of 9 different walls and 4 backgrounds. The Hyperwalls were very useful for creating a gangway.
For the tonnage, I will most probably not use walls but BGs, because it shall look rounded.
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Old 11-26-2007, 06:02 AM   #30
Dinonykos
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Default Re: Enhanced Walls II

Hmm... what does "tonnage" mean anyway? Perhaps I meant "compartment".
Or "shipping space"? My nautic vocabulary is very limited...
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