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Specialized building decals


LordGood
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Man this is going to be disappointingly hard to code (and code efficiently) to use grids with higher precision than 1 tile in rmgen, but unless we want to stop rmgen development, it has to be attempted (as it's the logically next step).

Can you upload the footpath actor? (As mentioned, we should have that in the repository once we start alpha 24.)

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ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_1x1.xml'
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_3x3.xml'
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_5x5.xml'
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_footpath_corner.xml'
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_footpath.xml'

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@Itms svn broken apparently ^

LordGood: file attachment? (If matei, historic_bruno or Philip were still active I could have asked them how to efficiently implement more precise rmgen colllision detection. Perhaps we can reduce the tilegrid size or use the Geometry.cpp functions for obstruction collision)

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Ah that, partially yes. They're probably beneifitial in general, but they can't be used to create the arbitrary paths as seen on the screenshot between buildings, unless the inner oppidum is one single actor (but then the collisions are weird and houses should be destructable or capturable individiually). In that case one could create the oppidum in atlas and place that as is in rmgen. Still would be most flexible to have to have an algoirthm doing that, it should be attempted once.

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