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BFC - Question about Scenario editor


MrSpkr

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Originally posted by MrSpkr:

I have been putting some maps together and wonder -- why is there no tiles using a "Y" shape for roads, hedges, walls, etc.? I have often found that such a tile would be extremely helpful, particularly in converting old SL/COI/COD/GIAoV maps.

Steve

I too have often wondered why this was left out. Yes it would be extremely useful.

I 2nd the Y shaped fork for roads,hedges & fences.

MrSpkr, you should add this to the thread named, what should be in the upcoming patch.

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Originally posted by Shatter:

</font><blockquote>quote:</font><hr />Originally posted by MrSpkr:

I have been putting some maps together and wonder -- why is there no tiles using a "Y" shape for roads, hedges, walls, etc.? I have often found that such a tile would be extremely helpful, particularly in converting old SL/COI/COD/GIAoV maps.

Steve

I too have often wondered why this was left out. Yes it would be extremely useful.

I 2nd the Y shaped fork for roads,hedges & fences.

MrSpkr, you should add this to the thread named, what should be in the upcoming patch.</font>

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Originally posted by wwb_99:

</font><blockquote>quote:</font><hr />Originally posted by Shatter:

</font><blockquote>quote:</font><hr />Originally posted by MrSpkr:

I have been putting some maps together and wonder -- why is there no tiles using a "Y" shape for roads, hedges, walls, etc.? I have often found that such a tile would be extremely helpful, particularly in converting old SL/COI/COD/GIAoV maps.

Steve

I too have often wondered why this was left out. Yes it would be extremely useful.

I 2nd the Y shaped fork for roads,hedges & fences.

MrSpkr, you should add this to the thread named, what should be in the upcoming patch.</font>

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What I don't think it would take a change in scenario format. My reason for this is that there are blank terrain files in the scenario editor. BFC could use one of the blanks for the new Y fork road. This way it would not mess up any existing scenarios.

It would also be very simple to do.

[ September 26, 2002, 03:41 AM: Message edited by: Shatter ]

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Originally posted by Shatter:

What I don't think it would take a change in scenario format. My reason for this is that there are blank terrain files in the scenario editor. BFC could use one of the blanks for the new Y fork road. This way it would not mess up any existing scenarios.

It would also be very simple to do.

That is what I thought as well.

Dan, Matt, Steve, anyone out there?

Steve

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Adding something like a tile is not a simple task. Back in the early beta days all the testers started whining for more tiles, and we got a resounding "Are you out of your f'n mind?" from BFC.

Nothing in programming is as easy as it looks.

WWB

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Originally posted by wwb_99:

Adding something like a tile is not a simple task. Back in the early beta days all the testers started whining for more tiles, and we got a resounding "Are you out of your f'n mind?" from BFC.

Nothing in programming is as easy as it looks.

WWB

Won't this tile do the trick?

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Originally posted by Holdit:

Won't this tile do the trick?

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No, not really -- teh "Y" tiles would be particularly useful in closed in areas -- like cities -- where you can't get the urban clutter right if you have to use that many extra tiles.

Steve

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You can fake the normal "Y" you see in everyday life in a couple of ways 1) by using the "BEND" tile and then the FLAT Y laying over 45 degrees. 2) by lining up 2 45 angle straights and a bent corner... Geeshh it's hard to discribe writing it out, and I cannot post picture... but it's possible to do. Looks a bit off maybe, but no worse than the RR crossings you have to fake in.

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