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Hope people like it :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528294884
Doors and anything else sadly can't tell walls they should join up.
I made the artwork with the same solution in mind. Placing a square end to soften stuff out. Still not ideal.
The ones that link only on the top/bottom turn into a little V which isn't great but isn't terrible either. Although if you want the wall to end with a full diagonal (like the little wall in the middle at the very top of the screenshot) the V isn't optimal and I ended up making that one a square end.
I removed the shadow flag because of self-shadows.
Do you know of an alternative?
Atm it's not possible to set walls to discrete directions because they lose their linking properties. So I can't until someone fixes that.
Post me a pic on your situation/idea and I might be able to improve on the current design.
Alternatively, maybe just create four "diagonal endcap" that's explicitly NE/SE/NW/SW so we can place them in the places where normal wall linking screws up? Pity you can't LinkFlags a door...
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Kinda sucks. It's possible there may be a workaround, but I'll get there later.
@FloppyDolphins, nope. 0% code. 2% xml. 98% texture shenanigans.
Looking at that second picture again, they don't connect to regular walls do they? You made straight top down walls to go with the diagonals from the looks of it.
@handsomegrape, the game treats walls differently from say, chairs. Most stuff has 4 cardinal orientations. For each material type, walls have a single atlas with 16 variations chosen based on N-S E-W adjacency. If the game could recognize diagonal adjacency it would be far easier.
Currently they are 100% solid. Passthrough is nice and could play well, but to get the illusion of solidity diagonals would need to be backed up by a real wall. This would mean adding another thing and I currently feel it would be too metagaming and break overall immersion.
Thanks for the feedback. I'm not an artist. I just get bugged by ugly mismatches.
Looking at your first picture, they didn't really tilt inwards either, it's like you cut it in half. Couldn't you just take a regular wall sprite and tilt it, if you want to keep the perspective?
Do they count as walls though? Or do they walk through them, does heat escape etc?
I'm very close to perfect diagonals. Very little jaggedness, but sadly lost most of the perspective effect (see new picture).
Just finishing the transition pieces from diagonal walls into regular walls.