Tabletop Simulator

Tabletop Simulator

BattleTech Board - Lake Area
3 kommentarer
ollj 13. jan. 2015 kl. 12:46 
i think the trick would be to have a chip that is not solid near its borders by having a thinner collision mesh. that way you may stack 4 chips, overlapping visually but not colliding physically. due to overlapping they can not be absolutely flat without flickering.
Turduckens  [ophavsmand] 13. jan. 2015 kl. 2:45 
- I could round them, but I honestly don't see the point. I don't see when one of them will at any point be between exact grid spacings.
- I do have the non-convex option set on all of my objects, and I just found at that doesn't work when something is set as a chip. That's a pretty good idea for getting the different levels but if I have collision, it makes hexagons collide all funky, as if horizontally they are now a rectangle.

Also, I just went through the games saves and my downloaded mods, and I see how json's work, and how model and image retrieval works in TT Sim. I'll try to make a pass at optimizing my board pieces. I'm also planning on replacing these crappy trees with something better, say from speedtree.
ollj 13. jan. 2015 kl. 1:16 
the tiles sure are good and i like how the trees are passable.

but i think it might be worth a try to:
- give the floor tiles rounded edges to allow them to overlap without z-buffer-flickering.
- import them as "chip" to make them stackable like chips.
- import them with the "board flag" set, so that it does not collide with other items that also have th2 Board flag" set. (this might already be the case here)

that way you might be able to use less unique items and use only 1 object and less than 10 textures in total for all floors. plus 2 single models for a single forest-token, having its own tiny collision mesh.

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All save files are stored as simple .json files and anyone may be able to make a save-editor for hex-boards like this, using some .lua script.