mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:10:51 +02:00
grow Viridian Forest real trees, stumps and signs
The forest was raw detector output: ragged mixed-height tree boxes with 0px rim collars, stump rows fused into crate walls, and signs broken by the $32 water-fallback trap. Every tile of the tree drawing and the stumps now takes the per-cell voxel hull the border forest wears (a tree's four quarter-hulls tile into one lumpy canopy), signs take the signpost slab, and the white filler is flat ground.
This commit is contained in:
@@ -4,6 +4,24 @@
|
||||
|
||||
### Added
|
||||
|
||||
- **Viridian Forest grows real trees.** Nearly everything drawn in the
|
||||
forest is ROUND, and the detector was boxing all of it: the big trees
|
||||
came out as ragged mixed-height volumes (their sparse canopy-rim
|
||||
tiles read 0px against 32px bodies, leaving gap-toothed hedge walls),
|
||||
the stump rows merged into 16px crate walls wearing folded stump art,
|
||||
and the trail signs were broken piles -- their $32 tile is the
|
||||
water-fallback trap and recessed into a pond lip in the middle of the
|
||||
woods. All of it is now profile-pinned to the treatments the rest of
|
||||
the world already uses: every tile of the tree drawing (ball, rim
|
||||
wisps, feet) and the stumps take the per-cell voxel HULL the overworld
|
||||
border forest wears -- a tree spans 2x2 cells, so its four
|
||||
quarter-hulls tile into one big lumpy canopy, and each stump becomes a
|
||||
round bollard; the signs take the standing thin-slab `signpost`
|
||||
treatment every town sign gets; and the white sparkle filler inside
|
||||
the tree masses is flat ground instead of an invisible zero-height
|
||||
box. The whole map now resolves to hulls, signs, ledges and ground --
|
||||
a detector sweep finds no stray boxed column anywhere.
|
||||
|
||||
- **Flowers stand up, and keep swaying.** The animated meadow tile
|
||||
($03, the one tile the overworld animates by frame rewrite) now
|
||||
renders as a billboard one voxel deep: the drawing's darkest tones
|
||||
|
||||
@@ -178,8 +178,33 @@ return {
|
||||
CAVERN = {
|
||||
ledge = { 5 },
|
||||
},
|
||||
-- Viridian Forest. Nearly everything drawn here is ROUND, and the
|
||||
-- detector was boxing all of it: the big trees came out as ragged
|
||||
-- mixed-height volumes (their sparse canopy-edge tiles read 0px,
|
||||
-- their bodies 32px), the stump rows merged into 16px crate walls
|
||||
-- wearing folded stump art, and the trail sign was a broken pile --
|
||||
-- its $32 tile is the water-fallback trap and recessed into a pond
|
||||
-- lip in the middle of the woods.
|
||||
FOREST = {
|
||||
ledge = { 46 },
|
||||
-- the big trees -- the ball ($05/$06/$15/$16/$25/$26), its rim
|
||||
-- wisps ($04/$07/$17/$23/$24/$27) and its feet ($35/$36) -- and
|
||||
-- the stumps ($02/$03/$12/$13): one voxel hull per 16x16 cell,
|
||||
-- cut from the cell's own art, the treatment the overworld border
|
||||
-- forest already wears. A tree spans 2x2 cells, so its four
|
||||
-- quarter-hulls tile into one big lumpy canopy. Every tile of
|
||||
-- the drawing is listed: the cell-rounding is per TILE, and a rim
|
||||
-- tile left out keeps its detector reading -- which is exactly
|
||||
-- the ragged 0/8/16/32px box collar the trees wore
|
||||
cylinder = { 2, 3, 4, 5, 6, 7, 18, 19, 21, 22, 23,
|
||||
35, 36, 37, 38, 39, 53, 54 },
|
||||
-- the white sparkle filler inside the tree masses: flat, not an
|
||||
-- invisible zero-height box
|
||||
ground = { 0 },
|
||||
-- the trail signs: the standing thin-slab treatment every town
|
||||
-- sign gets ($32 pinned is also what lifts it out of the water
|
||||
-- trap)
|
||||
signpost = { 33, 34, 49, 50 },
|
||||
},
|
||||
|
||||
-- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's
|
||||
|
||||
Reference in New Issue
Block a user