07-29-2016
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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07-29-2016
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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There are 4 layers, layer 0-3. Technically there are more layers but anything on layer > 3 will be rendered as a HUD element(think your heart display and such). Layers are mostly prioritized by their value. So layer 2 will always draw over layer 1, and layer 1 over layer 0 and so on. If an object is on the same layer then they are prioritized by their position. The object A is higher up in the level, it will be drawn under object B if it is lower down in the level. However, "position" is determined by Object.y + Object.height. So it's actually whether the object's bottom-most position is higher or not. This simulates depth, for example if you are behind a table the table will draw over you if you are "behind" it. Layer 0 : the lowest layer. Will always draw under the player. This is used for things such as carpets, or objects you don't wish to "fight" to draw over the player. Layer 1: this is the default layer. Every object defaults to this unless told otherwise, including players. Since there is only one layer lower than this, it's a bit troublesome to make things draw under the player but also over things such as carpets. Layer 2: not much to say about this one. Higher than the default layer 1 and lower than layer 3. Layer 3: the highest layer available. This is also known as the "light" layer, because objects on this layer a drawn over Graal's default night effect. Classic doesn't use that for house darkness, but Classic's darkness effect is drawn on layer 3. This is why objects "glow" if you put them on layer 3, they are fighting the darkness for priority. Typically when developing we reserve this layer for light effects, so they look much brighter in the darkness. There is more to determining what objects get drawn over other objects, such as Z height. But that's not really something we can implement flexibly into the furniture system. It is used in many pieces of furniture to force priority, but because of the way this is handled it needs to be on a per-script-basis. |
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07-29-2016
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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https://www.youtube.com/watch?v=-leYc4oC83E
Thanks for the explanation either way. |
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08-01-2016
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Registered User
Join Date: Jan 2016
Location: Puerto Rico
Posts: 27
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I don't play classic as i used to but i would really like an shop that you can sell Any style of trees for example Pines, Dead trees, Apple trees, Orange Tress idk any kind to give houses more decorations or details to them.
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08-02-2016
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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Supposedly you can catch them now. I haven't had much luck, though (as in haven't got one due to latency). I think (not sure) that the bees don't appear when you blow up a bush with a bomb at this point - so you can try using sword or eating the bushes with your mount. However, if you are looking to make some fast cash try farming or looting now. And pyrats. Bees is a waste of effort.
While posting here, I might as well ask... Can we see a waterfall furniture item and maybe some rock-bordered pond tiles to go with it so that there are more options than the 'portable pool' for creating water features in houses? Thanks. OH and a retro-fit for the wooden fences to make them sizable like all the present-day new-fangled fences? |
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