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Due to my lack of technical skills when I first created this, the mask images are four separate images, but with my current skills, I should be able to rotate a single image and achieve what you are suggesting.
The problem is that there are derivative mods now, so I have to consider backward compatibility... Well, I'll think about it.
I checked just now and did not see any such problem. Does the problem still exist? It may have disappeared due to the large-scale code changes that were made.
The basic information of the blended terrain has been changed back to that of the cover terrain. And since I found a problem with the floor paint, I fixed that too.
I hope this time there won't be a shortage of tests.
Fixed
Which terrain combinations cause visual bugs?
The terrain blending method has been revised to accommodate cases where the base terrain and cover terrain have different shaders. Blend versions of all terrain shaders in vanilla are now available, resulting in a more natural appearance than before.
Also, unless texture compression is turned off, flickering of pixels at the edges of tiles has been almost completely eliminated.
Man-made tiles are also polluted, but this may be because some shaders do not have corresponding blend shaders written for them. I'll deal with it.
Should be fixed now
I plan to change the conditions under which the shape selection menu appears in an update, but the slanted bridge probably doesn't look the way you want it to.
You need to draw a slanted bridge texture.
Just thought, this mod uses the sharp diagonal mask image in NANAME Floors, right? NANAME Floors automatically recognizes mask images in the folder, and mask images accurately recognize alpha channel. Wouldn't it have been better to prepare a faded diagonal texture and use that?
1.6 will be supported sometime soon.
imagine if you could write a worldgen mod that automatically smoothes out sand -> water transitions! that would be incredible, since those seem to look the blockiest.
I tried to get it to work (locally) with the TerraIn mod, but terrains have a tendency to “bleed” into the surroundings, so it was difficult to get the clean mix that was desired.
Nope, you always have a choice of orientation.
Added 1.4 compatibility
It seems that when I deleted unnecessary code yesterday, I somehow deleted the necessary constructors as well.
Sorry, I should have tested more. The diagonal floor should come back if the save data is the same as it was when the error occurred.
It also throw some red errors on load about tarrain and mask missing.
https://gist.github.com/HugsLibRecordKeeper/673e8f83916a6e291eca8e7bffb73636
And thx again man, its a nice mod.
I've updated it now because it's easy enough to make it deselect and to make the highlight stronger.
I thought about having the icons reflect the mask, but this is a bit more work, so I don't know if it's worth it.
Some feedback:
1: I think it should show more what you have selected in the new corner menu, the color change on the selected should be more visible
2: When you have a corner selected and change floor type/texture it should automatically deselect the corner selected, i already placed multiple corners wrong when switching to place more normal floors :)
Added the feature mentioned below.
And think it would be a good feture to have here. It will give you some more users also im sure ;)
So you want me to be able to put the floor down after the wall? I saw a couple of the same requests on Diagonal Walls 2.
Hmm, I've been wanting that to happen too, so I'll take this opportunity to make it. I don't think it's worth splitting into a separate mod, so I'll include it as a feature of this mod sometime soon.
Hey! I just checked and you can put a floor under Glass Walls! You have to put the floor down first! First!
And yah you might be right its for another mod to do :) But its a option that is really needed not we can make a bit more datailed floors with this mod :)