Difference between revisions of "Using kits"

Jump to navigation Jump to search
26 bytes added ,  20:03, 12 April 2009
m
imported>DewiMorgan
m (→‎See also: bunker kit)
imported>DewiMorgan
m (→‎Kit capabilities: typo fixes)
Line 31: Line 31:


However, looking more carefully, you notice that with both kits:
However, looking more carefully, you notice that with both kits:
* you can't create rooms with convex corners, since they only have concave corners.
* You can't create rooms with convex corners, since they only have concave corners.
* You can't create rooms with both a door and a window on one corner piece.
* You can't create rooms with both a door and a window on one corner piece.
* You can't create long thin rooms or passages that are one square wide.
* You can't create long thin rooms or passages that are one square wide.
* You can't create "cupboard" rooms that are one square in total.
* You can't create "cupboard" rooms that are one square in total.


"Can't" is a strong term. You certainly CAN create these things, by using similar pieces. For example, by using a WasteRmWindow01 and a WasteRmDoorFrame01 in the same space, one of them turned by 90 degrees, you will begin to emulate a corner with both a window and a door on it. By using two WasteRmWall01 pieces in the same square, one rotated completely around, you could get a 1-square wide corridor.
Well, "can't" is a strong term. You certainly CAN create these things, by using similar pieces. For example, by using a WasteRmWindow01 and a WasteRmDoorFrame01 in the same space, one of them turned by 90 degrees, you will begin to emulate a corner with both a window and a door on it. By using two WasteRmWall01 pieces in the same square, one rotated completely around, you could get a 1-square wide corridor.


But don't try that. That way lies madness, for the ceilings and floors will be in the same place, giving you the dreaded texture-flicker. If you move one or the other of the pieces up or down by one unit, you will fix this problem, only to expose another: one-unit gaps, through which the "void" can be seen. Even if you fix these with careful positioning of mats and pipes to hide the cracks, the shading will still be off: most kit pieces are designed to be darker, or dirtier, towards the walls. So you can tell by looking at the floor or ceiling that it doesn't line up with its neighbors.
But don't try that. That way lies madness, for the ceilings and floors will be in the same place, giving you the dreaded texture-flicker. If you move one or the other of the pieces up or down by one unit, you will fix this problem, only to expose another: one-unit gaps, through which the "void" can be seen. Even if you fix these with careful positioning of the kit pieces, and mats and pipes to hide the cracks, the shading will still be off: most kit pieces are designed to be darker, or dirtier, towards the walls. So you can tell by looking at the floor or ceiling that it doesn't line up with its neighbors.


Instead, be aware of the limitations of your kit, and design your cells to use only what is available.
Instead, be aware of the limitations of your kit, and design your cells to use only what is available.
Anonymous user

Navigation menu