Mhm data collision limit

#10
There is an empty filler tile you can use to fill in empty spaces. There are a lot of legitimate reasons to end up with empty spaces, but you will probably need that to fill in larger than 1x1 titles. My personal opinion is all tiles should be 1x1 unless you're creating a single use piece for a portal between two tile sets or using some alternative tool to generate your map. I don't suppose it matters however if you're not sharing your tiles.

I don't know if the empty space tile comes with Som or not. I know it has little triangles probably 10m up and maybe 10m down that are visible in the debugger (som_db.exe) but not in a built game.

PS: Just out of curiosity, what are the stripey vertical polygons doing in your earlier images? Your tiles really should be paper thin unless you're building a crumbling tileset or something that could be arranged in irregular ways. Or anyway, any polygon that is not meant to be seen is basically a resource vampire.. and 0 distance mappings like that are really not fun to look at.
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Messages In This Thread
Mhm data collision limit - by Verdite - 2010-10-18, 01:39 PM
Re: Mhm data collision limit - by dmpdesign - 2010-10-18, 09:13 PM
Re: Mhm data collision limit - by Verdite - 2010-10-18, 11:35 PM
Re: Mhm data collision limit - by HolyDiver - 2010-10-19, 02:00 PM
Re: Mhm data collision limit - by Verdite - 2010-10-21, 11:24 AM
Re: Mhm data collision limit - by dmpdesign - 2010-10-21, 01:13 PM
Re: Mhm data collision limit - by Verdite - 2010-10-22, 01:25 AM
Re: Mhm data collision limit - by Verdite - 2010-10-24, 08:45 PM
Msm and mhm fixed - by Verdite - 2010-10-24, 11:32 PM
Re: Mhm data collision limit - by HolyDiver - 2010-10-25, 10:56 PM
Re: Mhm data collision limit - by dmpdesign - 2010-10-26, 05:43 AM
Re: Mhm data collision limit - by HolyDiver - 2010-10-26, 05:28 PM
Re: Mhm data collision limit - by Verdite - 2010-10-31, 10:32 PM



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