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View Full Version : Custom Scenery Walls- an idea worth trying?


Vodhin
10-26-2005, 10:03 PM
Anyone making walls- can we try an experiment? The single most anoying thing about walls- since rct1- is which side of the grid line to put them on. Can we try a set aligned to the center of the grid line? Same width as usual, but straddling the line- half on one side, half on the other.

http://www.vodhin.net/images/Wall_Idea.JPG

Why? I think this would get rid of the bleed through of elevated path edges and other objects aligned with the grid, and make it simpler to place walls. There would be a tiny 'nick' where corner walls meet, but it still would be better than what we have now... anyone want to make a couple of walls this way?

marnetmar
10-26-2005, 10:17 PM
Pretty good idea Vodhin, as for the "nick" something like the corner pieces that shyguy's making for his Main Street pack would be perfect to cover those up ;) I'll make a couple up by this weekend & shoot them to you to check out.

Vodhin
10-26-2005, 11:26 PM
I doubt the nick would be a big deal- anyone using the standard walls to enclose a food court has that gap already and twice as bad...

Now, it also might be interesting to see if rotation can be made along the same idea: instead of rotating around the center of the grid square, have it rotate around the intersection os a grid square. This would allow inside and outside textures to be applied..

http://www.vodhin.net/images/WallGrid01.jpg > http://www.vodhin.net/images/WallGrid02.jpg \/
http://www.vodhin.net/images/WallGrid03.jpg >http://www.vodhin.net/images/WallGrid04.jpg


Another thing to consider: wall height- the standard sets are 3 'clicks' tall, or 1 1/2 flights of stairs. For Iceatcs' Timberframe set, this is great as he has those nice 1/3 high timber pieces to bring the level neatly to the same height as 2 flights of stairs (a good height for most shops and stalls)... I'm wondering if the height is due to the square nature of the texture map and repeating textures vertically?

Just a thought...

shyguy
10-27-2005, 12:49 AM
The problem with your idea is that none of the custom scenery made this way will line up with the existing walls that came with RCT3. My scenery packs will have many corner pieces to hide these "nicks" and I'm also making simple plugs to place in the corners to fill these gaps.

I'll also have 4H walls (4 "clicks" high).

Vodhin
10-27-2005, 01:31 AM
Very cool, Shyguy ;) glad to know about the 4 high walls... As for lining up, well, it was an idea... Now if only I can stop sleeping every night, I might have time to actually start playing with custom scenery... :D

marnetmar
10-27-2005, 04:58 PM
Having different textures on the "outside" & "inside" of the walls is easy enough, & they should stay on the correct side of the wall when placing I believe.

Vodhin
10-27-2005, 10:08 PM
Marnetmar... if the wall is aligned as normal, I cen see easy texture alignment, however, with the wall straddling the line, rotation might become an issue... maybe...

The idea is to have less polygon count and more detail- say the outside uses two colors and the inside used the third...