Mhm data collision limit

#11
Having multiple tile map pieces is truly the only way to have a purely custom map system for many maps in SOM (assuming that SomEx doesnt do something to correct the 1024 piece limit per project later on).

I think its great that you are getting those things to work, it can make placing buildings and such for a town much much simpler, and reduce the polygon problems that are present in alot of other objects.

The only real problem I foresee is placing objects/npcs etc within the map spaces since you wont be able to see the buildings very well if youre not on the center piece of the tile.

SO far, so good Ben, keep it up.
- Todd DuFore (DMPDesign)
Site Founder
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#12
That is why I only recommend doing that for interstitial sections of a map.

I plan on building a purely custom map editor, however tiling will still be at the heart of it. I can see a single application that would convert a model file into a map set with 100% unique tiles, but there is not much need for an additional editor at that point. It's more of a preprocessing step. Larger than 1x1 / not using tiles (on the front end) goes against the basic tenants of Som I think.

I prefer maps built from tiles I suppose, pretty much all of my favorite games work that way. There's probably a certain level of efficiency in it. I do wish the tiles that come with Som lined up better. Even if the texture maps were texel perfect, the use of baked in shadows in the pieces doesn't seem to be consistent with a 3x3 square room model.

PS: I kind of wonder if the uvs could be transformed to flip/mirror the textures. Then you could have a simple 100x100 image file that controls the rotation of the uvs themselves, and maybe even do some multi-texturing so you could rotate/swap out the shadows. I haven't worked out how to determine what map is loaded, but at the minimum if an event loaded the map number into a counter whenever it is opened Ex could use that to do per map stuff.
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#13
Thanks for your positive feedback Todd. I'm doing my best to work with what i have...

Those nasty lines are simply from extruding tiles when the texture has been mapped. The extrusion simply creates a vertical line with no depth across the uv parameter and maps as a nasty straight line.

The images i posted were for research and reference use only, and i hadnt much intention of having them pleasing on the eye (i was working as fast as i could to get it fixed.)

Main reason being is that i want to contribute. In the future if i was going to do a step by step guide for new users, presentation would be there.
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