I think you don't need full tile paths in this park... You can 'fix' the gap by putting mud under the steps, I think there's sand right now, which causes the weird transition. Full tile paths require smoothening out along the edges, which is a lot of work and costs a lot of object space. Default paths provide a 'natural' smooth edge which you might want to preserve. Ideally, you use both path types. Default around planters and other foliage, fulltile around architecture and steps.
Everything in this screen seems slightly bigger than average, but as it's all relative that works fine Really good job with the saloon. It's neat and regal, yet still maintains that wild west feel. Very Disneyesque in that respect imo.
9 Comments
Comment System Offline
Cocoa Offline
thats ace. it would be nice if you could fix the gap between the path and the steps though
Highball Offline
What gap?
Cocoa Offline
because you don't use full tile paths, there is extra space at the side of the path before the steps which is just sand/dirt here
Highball Offline
Ah, I didn't know there were full tile paths.
Arjan v l Offline
Nowadays we mostly use invisible footpath with pathblocks underneath.
Liampie Offline
I think you don't need full tile paths in this park... You can 'fix' the gap by putting mud under the steps, I think there's sand right now, which causes the weird transition. Full tile paths require smoothening out along the edges, which is a lot of work and costs a lot of object space. Default paths provide a 'natural' smooth edge which you might want to preserve. Ideally, you use both path types. Default around planters and other foliage, fulltile around architecture and steps.
posix Offline
Wonderful.
Chocotopian Offline
Everything in this screen seems slightly bigger than average, but as it's all relative that works fine Really good job with the saloon. It's neat and regal, yet still maintains that wild west feel. Very Disneyesque in that respect imo.
Louis! Offline
Again, a lovely screen from a great project!