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White roads - setting up layers...
Posted: Mon Oct 24, 2005 10:03 pm
by mystix
As said in title I have a prob I was making a road on my world and it showes up as white instead of black can someone help?
Posted: Tue Oct 25, 2005 12:13 am
by zaroba
the roads are white because thier missing overlay tiles.
the overlay tiles are basicly copies of the ground texture, but with parts of it painted a solid blue #255 to let the road show threw. they can be used to add sidewalks, lines, grass edges, or whatever else on the roads to make them look more realistic. these overlays are what make the corners, turns, and intersections that you see on sabradas roads and in the lay tile option.
the tiles themselves are named "(ground texture name)LY#.bmp"
a good assignment could be as follows:
ly# - how used in Lay Tiles - best use for the tile
ly1 - used 4 times in lay tile and is automatically flipped around - turn
ly3 - used once in lay tiles and used for Lay Roads - Left/Right streight
ly2 - used once in lay tile and used for Lay Roads - Up/Down streight
ly5 - used 4 times in lay tile and automatically flipped around - Diagonals or something else
ly4 - used once in lay tiles - t-intersection
ly6 - used once in lay tiles - t-intersection
ly7 - used once in lay tiles - t-intersection
ly9 - used once in lay tiles - t-intersection
ly10 - used once in Lay Tiles - + intersection
these are also in the order they are scrolled threw in the Lay Tiles option
the t-intersection isen't in the auto-flipped ones since the game doesen't actually rotate the texture, it flips it horizontally and vertically. flipping an intersection shaped like a T horizontally will keep it looking the asame. ly1 and 5 could be swapped though.
ly3 must be the left/right facing streight and ly2 must be the up/down facing streight or the roads/paths layed via lay roads wont appear right.
sabradas current ly# tiles (named "Sab-GrassM2LY#.bmp") can be used with any main ground texture since they have no grass boarders on them. you can easily copy them to be used on your world or used as a refrence if you want.
Posted: Tue Oct 25, 2005 10:14 am
by Mit
mm, do you need to add those by default? (should be an optional thing)
If so, I'll change that in the next client so the roads draw normally if theres no layer textures present..
Posted: Tue Oct 25, 2005 7:32 pm
by zaroba
yea, you have to make them otherwords the roads just appear the nice color of missing-texture white.
lay tiles works without them though.
Posted: Tue Oct 25, 2005 9:28 pm
by mystix
K zar can I get what you just said in English lol JK
Anyway can you tell me how to get it to work.
Posted: Tue Oct 25, 2005 10:39 pm
by zaroba
can use any drawing program to make them.
they just have to be 256x256 .bmp files.
toss em in with the main texture in the servers data/textures/land folder.
Posted: Wed Oct 26, 2005 9:49 am
by Mit
or just wait till the weekend when the next client will have a fix for it..
Posted: Wed Oct 26, 2005 11:33 am
by mystix
Thx mit I tryed to do it but it didnt work so ill just wait since it will prob be a year orn 2 before I can get my world public unless someone pays for me lol.
Posted: Fri Dec 02, 2005 11:12 pm
by zaroba
Mit wrote:or just wait till the weekend when the next client will have a fix for it..
the weekend still diden't come yet
Posted: Thu May 03, 2007 8:59 am
by flametard
Im still having this problem and Zar's explanation went right over my head.
the roads came out white, so i am drawing my roads with lay surface.
so i DONT have to use lay surface to create roads?
the 'overlay' thing, means that i can paint the sides of the road invisible blue and it will let the grass underneath show? could someone give me an explanation how to make my roads let the grass underneath show? cause i have grassy edges painted onto my roads texture which are hard to blend with the more various autogen'ed grass colors.
help!
-edited-
tried to digest zaroba's explanation again. this time i think i understand a bit, the tiles cant be rotated, but they can be flipped over. but i still dont know whats going on.
those 'ly#' commands
do you type them when youve got a tile highlighted?
Posted: Thu May 03, 2007 11:49 am
by zaroba
you just copy/paste whatever main surface texture your useing
then reanme each of those to be the origional name with the ly# at the end of it
then you pretend that Blue represents roadway and paint blue on em where you want the roads to be visible.
then you go ingame and use Lay Path
an alternative to make them is to just come onto zoric.
then you will download grass10.bmp and all the grass10ly#.bmp files that you can use as an example or use on your world. to find the files, right click the games icon, hit properties, click find target location, then open the clients dir, then the data dir, then the textures dir, then the land directory.
Posted: Thu May 03, 2007 12:25 pm
by zaroba
on Wed Oct 26, 2005, Mit wrote:or just wait till the weekend when the next client will have a fix for it..
*cough*