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Ayrton Orio

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Everything posted by Ayrton Orio

  1. Thank you, that's working like a charm! Any idea as of how to define new tiles in the buiding editor as well?
  2. Hello, I would like to know if anyone could point me at a tutorial/other topic that would explain how do you add custom tiles and define them so that you can use them in the building editor? On the image I have highlighted in red the living areas and in green the piece i need to define in the building editor to create new sloped roof. The top could be simplified with a 45deg slope. and is it possible to make a dormer like this, would the window be working? (see second picture) side note: updating the tools for map modders was really rad and motivating!
  3. I had not seen your answer, got a 2 weeks "digital break" (strongly recommend to anyone working with computers everyday) That's just perfect: wireframe and tricount! Thank you very much! I'm still undecided as which models I should do, but this is my current list: - Renault 4L (and break version) - Citroen DS (and ambulance version) - Renault R5 (80s) - Peugeot 405 Now I can start seriously, thanks again!
  4. Ayrton Orio

    Car 3D models

    Anybody has been able to extract car 3D model? I'm currently working on my Citroe 4L model, and I would like to fit it to the poly/uv/etc standards of vanilla cars
  5. Ayrton Orio

    Grave Intention

    maybe a silly question but is there a plan to model the inside of cars? That would be quite fantastic, especially for RVs and trucks, where you could customize set up...
  6. Ayrton Orio

    Grave Intention

    i like the round roof on the 4x4, looks like a lada niva
  7. Very New Yorky, nice! quick question do you know, by any chance, where I could find documentation as to how you can import custom tiles in the building editor?
  8. thnaks for taking the time to answer me, I did not assume it would be in the FAQ!
  9. Hi everyone, During my last session I realized for the first time that garage doors were not big enough to let cars go in. Is there a plan to get the door bigger?
  10. "Based on what the devs plan to do"--> Is there a roadmap somewhere? I have been following status report for a while now and I have not seen a document that gives longer term goals. It's probably intended, but just curious. "current ratio of release" --> I don't think you can base your calculations on the current speed of development (or at least the one perceived by the larger public), it seems that the animation update has been a real issue both in terms of management and development (I obviously don't know the details). But it's probably safe to say that after it's implemented, they will be able to iterate faster and release more content. I'm not saying that NPCs should be just around the corner, but given how fast they were able to implement vehicles, it looks like the team is very efficient when the development is more straightforward. As far as I'm concerned, when vehicles, fully animated characters and NPCs (even in a really basic form) are implemented, I will be 100% satisfied with the game. *waiting for stones to be thrown at me*
  11. Your link is a bit dicky, my question was sincere, and if the answer is: "We have no ETA at all on NPC", I'm fine with that...
  12. It's probably a bad question to ask but while it's early 2018, and the Christmas spirit is still with us, what are the plans (if any atm) for NPCs?
  13. There is quite a lot of things that could be done using the customization tools already...
  14. I was looking for this thread, I will add my building asap too great stuff
  15. that manhattan shot is really something
  16. It took me a few days to check what you were saying. Indeed when exported to the game, the vegetation changes and uses the full nature tileset. In my case I'm quite happy with it as it brings a lot more variety to forest and woods. So I'm ok with it! And I checked rules.txt, perfect! ty! (I have forwarded the post to the "map" category) which makes more sense: https://theindiestone.com/forums/index.php?/topic/23251-cap-levi-normandy-france/
  17. I am redirecting my post from modding to map as i did not realize there was a category for map only. Here is the original post for details: https://theindiestone.com/forums/index.php?/topic/23230-map-of-normandy-france/ I have attached a section of the map, where most of the towns will be (where there is sand essentially) I have reposted the larger map also I had a few questions for you map modders: - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?
  18. There is still lot to do to get to the level of detail of a bedford fall or new denver but thanks! What I have done is that I have simulated "erosion" on my map simply by organizing the different layers in PS by including the above layers. I think it should be possible to program a new color with a different biome but I would not know where to start, and I don't know if that's even supposed to be done. I guess I will have to edit it manually for now.
  19. I just read the Thursdoid, thank you for mentioning my work, much appreciated!
  20. So doing this house is taking longer than I thought... Rooftop in isometric design is not exactly easy, but I'm getting there! I have nonetheless updated the main map with a few tweaks, and oh boy it's cute. WordEd is quite a fantastic tool. I have added rivers, river banks, more trees to frame crop fields, improved roads so they look more natural (blending has to follow rules i originally did not get), denser foret, moor-ish vegetation, oceanic influence, etc...
  21. COWS!! That's what was missing in the picture. And Z's feeding off the cows, obviously.
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