effigy wrote:Thanks, Jess! You've nearly read my mind! What I've been telling myself I'll (someday) have time to do is get a group of components together for all monsters, items, etc. represented accordingly via Infinity's shape file. Is that some of your "Switches...etc." file? I'll have to wait to check it out tonight.
Thanks for the initiative!
No Problem. I figure if we start contributing there'll be less gloom talk going around
yeah. their just generic, more like placeholders, but the wall properties have been set so all you do is open up the options and make specific changes. I was mainly going for convenience as far as shape size- the current tex set is sewage (that's Walls3, right?)
the steps file is just a simple 1.25U x 1u step piece (as described in the tutorial), and the others are shapes that I wanted which involved some maths to get their sides to be exactly 1u, like an octagonal piece and a hexagonal piece.
the complex, or rather, BIG structures are larger things like huge staircases that can be snapped together as they are; a hypostyle hallway with pillars, btw I don't recall how it said it in the tutorial, but the best way i've found to make pillars and the like is to draw on the outer face (the white face) of the floor of each room and then just push/pull (NOT duplicate push/pull) all th way up to the ceiling and delete the extra face it makes up there. but those structures are incredibly HUGE, and my next task is to create a template which will accurately give you the bounds of the map: i ran into some trouble with the large spiral staircase i made running off one edge and wrapping around and making errors.... I made the stairs about the same size, ot larger, as the level from Rubicon, Ascension Factor (and Descension Factor as well.. was that the level name?)
Also, added a boundaries template to the Primitives page to visually show the extents to which you can make your map.