You are here

Q Wild Woods Errors

3 posts / 0 new
Last post
Von Stalhein
Q Wild Woods Errors

Hiya, I'm wondering if anyone can enlighten me as to whether there's a fix I'm missing for some tile errors in the latest version (2.2.1) of Project Q? Specifically, if creating an area with the Wild Woods tileset built into Q, a number of (fairly plain and open) tiles will be slightly sunken compared to the rest of the area, revealing seams showing through to the grey void beyond.

Is there a fix available? And if not, does anyone know if it's "safe" to use this version of Wild Woods - e.g., especially if one manually checks for and removes the offending tiles?

Many thanks,

~ VS

  • up
    50%
  • down
    50%
Wall3t

In my personal experience, seams are harmless... at least the ones I'm thinking of.

Usually they occure when a tile doesn't quite match up to the tile next to it, you can either just click through until you find one that matches or just not lower it at all. I run into this with q  sets very rarily as you get very good quality tilesets, but also many many other tilesets as well. Its all about the type of Quality you are getting.

  • up
    50%
  • down
    50%
Pstemarie

Post the tile model names and I'll take a look when I get the chance. Wildwoods was plugged into the Q version of the TNO tileset and some vertice movement was made around the tile edges to make them mesh with the other TNO tiles. I thought I got them all, but evidently not, since you are seeing seams.

Pstemarie

  • Custom Content Artist
  • Former Project Q Team Lead
  • up
    100%
  • down
    0%