fix painted and colored concrete transition#281
fix painted and colored concrete transition#281YPetremann wants to merge 2 commits intojpanther:developfrom
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@YPetremann this mod has optional dependency on Probably layer setup now has to be done in |
| transitions_between_transitions = meld.delete(), | ||
| variants = { transition = meld.overwrite(base_refined_hazard_left.variants.transition) } | ||
| }) | ||
| if color.name == "red" then log(serpent.line(data.raw.tile[name])) end |
| order = "a[artificial]-b[tier-2]-b[refined-" .. modifier .. "]", | ||
| next_direction = "dect-paint-refined-" .. variant.name .. "-" .. direction.next, | ||
| minable = { mining_time = 0.1, result = "dect-paint-refined-" .. variant.name }, | ||
| walking_speed_modifier = base_concrete.walking_speed_modifier * set_modifier, |
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we already melded the base_concrete object, so here we multiply walking speed by set_modifier the second time
(same with decorative_removal_probability and vehicle_friction_modifier below, they already should be correct)
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Anyway to get edge colours back too? |
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simple answer: by the way it's done no. complex answer: for most part, if using single colored concrete, it will be fine, but there is a lot of edge cases where it will be ugly when there is mixed colors. Simple example: on the orange-pink-yellow corner, can you predict how the corner will be colored ? |
I fully get what youre getting at (im currently making stuff with tilesheets and connected terrains in godot) so i realise that theres likely a lot of work. That said, how did the "broken" version work where some Edges were coloured, and its the calculation of the junctions that are broken? |
For stripped concrete it copies base hazard version then apply changes using meld utils
For colored concrete it apply changes from base hazard version using meld utils