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NOTE: This is an older, more simplistic style Torii gate. More suited for home / garden / smaller shrines than the more ornate styles. Typically raw wood, painted wood, or made out of stone.
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USAGE As always you're more than welcome to use any of my blueprints in your projects. I just ask you give credit / a mention.
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Posts by CursedXistence
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NOTE: There are many different variations of Torii Gates, this is the one most people are used to seeing. The top lintel does have the slight curve to it on the ends, it's just hard to see in the photos.
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USAGE As always you're more than welcome to use any of my blueprints in your projects. I just ask you give credit / a mention.
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yea, I was doing that and I was like, there has got to be a way to paint textures on surfaces lol. Regular paint is boring, I want textures haha!
Whelp ask Red51 to add a wallpaper texture set then. I know he tries to stay away from purchased online asset stuff in favor of one off custom assets, but there's tons of wallpaper texture packs on the the Unity asset store.
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Note: carrying over this discussion from the steam forums since not everyone here also uses those ones.
Since this is only partially related to Rising World and may contain talk of other games, etc. I thought it would be more appropriate to put this in off topic.
Just curious what everyone draws their inspiration from when it comes to their builds?
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Is there any way to change the surface(texture) of a building element without changing all the surfaces? I want to make wallpaper without the hassle.
If this is not possible, then consider it a future suggestion
Easiest way is to just make a block .01 thickness and put it on the face of your walls and then texture that. Also makes for good practice for making more complex wall designs like with wood trim, decorative brickwork, etc. where wall end up being multiple blocks, etc. layered together.
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Just going to add my unsolicited two cents into this since I was looking it up before and since I'm the one that suggested Asian language translations.
ASCII and ACSII-Extended aren't large enough character sets to support Asian languages, to a lesser extent some other languages can be effected as well.
Dynamic and Unicode works, but usually draws on the os installed fonts, which could be a problem depending on the os and if the end user customized which ones were installed or not.
Google NOTO font family covers all of the different languages when used with the dynamic character set, but to include the full NOTO font family would add a bit over 1gb to the game size.
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Two more unsolicited cents, Personally I think it's worth taking the time to make the font settings changes and even seriously considering merging these translations directly into the game at some point with a gui language setting option.. Multi-language support would definitely be a boost of appeal on the store page when the Unity version replaces the java version.
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PS: RunAndHideGamer if you want me to delete this message and stay out of your business, just let me know. -
No.......back on June 11 you had left this post here........
"Apparently it's going to be an issue with all Asian languages because of the larger than normal character sets and the way Red has the game set since he wasn't worried about localization. Luckily it looks like it's an easy fix on his end."
I had assumed this meant you had spoken to him about this so I did not make contact with him assuming he was aware of the issue with Asian languages.
Does this mean there may not be an easy fix for Asian languages at all.?
Sorry for the confusion, that was just based off of what I found on the net about the issue and my own previous experience developing with Unity. I hadn't spoken to Red51 about it, not my place to.
But yeah it is something he can fix on his end so they'll work, just which method he can use depends on how he has things setup on his end. -
There will be a change to how the languages are downloaded here from this weekend.
Instead of downloading the zip files for each individual language, I will be putting all the languages and updates in the one zip file which will be a small 2 meg in size.
Then it is simply of matter of extracting all the language files onto your computer (2 or 3 meg in total size) into the language folder.
This will make it simpler for me to do the updates in the future.
Have you had a chance to talk to Red51 yet about the issues with the larger / Asian Languages not showing up?
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Maybe i can give you a bone lol this is a plugin i am working on right now, this will be uploaded to the forum for everyone to use,
Not that everyone will use it
Nope, no good, no Shoji doors in the door mod, no death pit of spikes at the bottom of the escalator, throw them in the trash, start over!! lol
j/k
joking aside, looks awesome. -
Thanks for the answer
Really?? I don't understand why, because the only thing in this is do the things in reverse
one block = 6 sides, one block with one block cut out = 10-12 sides, not so bad sounding right, it's when you start doing multiple cutouts that it starts really multiplying badly. You could end up with a block with literally hundreds of different faces that all need to be calculated, shown, etc. Get too many blocks like that and it's like having a build with hundreds-thousands of block all in a small area and much smaller build.
When you build a wall there are faces from the blocks that don't get seen, so the game can unload those until you break a block next to it and it'll be seen again because it knows the block shape, faces touching, etc. -
It's a shame that the situation for a more complex and accurate map is so difficult... But I suppose technology is advancing and possibly in the not too distant future something can be done about it
what you mentioned about the GPS item would be great I think it's a great idea.
It's not really that I dislike the topographic map, it's very good for playing in survival mode, but if you play in creative mode and want to make an "urban layout" to keep your project well delimited, I guess it won't be very useful. For now I keep taking vertical screenshots every so often and uniting them into an Android APP. Any better suggestions? XD
Taking advantage, I would like to ask you a couple of questions.
First, when is the next update planned to see the light of day?
Second, well, I had some doubts about whether certain things are theoretically possible in the future in the game:
1. "Negative blocks". That is, a block can be extracted from a construction. I am not referring to destroying, but rather that with that negative block you remove the area that you want from that construction. I don't know if I understood it. It would be wonderful if that were possible, it would save many hours of millimetric work and more if different shapes of negative blocks could also be used, just as normal blocks exist (pyramid, cylinder, etc.) and they could be resized.
2. Mirror blueprints. I think this is more possible than the previous one, I still think it would save a lot of work.
3. Doubt, you once told me that it is possible to put smoke or a smoke "item". How?
Thanks for your answers Red, have a great day.
All asked before in previous threads, answers were:
1) too performance intensive to implement.
2) Not all objects mirror properly, which could cause a lot of issues.
3) Smoke particle effect generators are possible to add, just not implemented yet. -
At least I did not have an R with a Typo.
LOL
I mean I'm sure there's a GIF for that, but this is a family friendly game after all. lol -
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How about a small update to keep interest alive. I am not wanting to take down my Unity Sever for the second time out of apathy.