Screeps3D
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Render grid on terrain tiles
I'd love a setting / checkbox to render a the tile grid over all plain/swamp tiles. It could just be a dark gray raster laid above plains/swamp, but just below road surfaces.
This would really help in spotting if structures are adjacent, and therefore if certain routes are unobstructed. Especially with extensions that's currently a bit tricky.
@tcdejong not a bad idea, should be simple to implent as well. You say we want it to debug routes and others. would it make sense to implement debug tools?,
- like showing valid paths from A to B
- floodfills?
- ... others?
And stuff like that?
got a feature branch going for this, using a shader in this commit f6d65eca98a98a4f9d36cbc1809e57577694ee1c
Sadly it has issues with hiding room objects when the camera moves around
- extensions are blinking / the dome disappears
- ramparts are being shown / hidden
- parts of the creep model disappear
- the grid moves / offsets depending on camera position
Any way this could be used?
http://answers.unity.com/answers/444557/view.html
or
https://catlikecoding.com/unity/tutorials/hex-map/part-1/
i think it can be easily achieved with texture - will take a look on skybox branch
Gadjung supplied the following texture (Grid50x50), we should be able to use the decal projector like we do in the red prohibited spawn overlay to overlay the tiles. it should fit exactly with a room.
it's partially done on mesh-level - can be done easily by assigning another material to material[1] of TerrainPlane
Ouh, sounds interesting :) would it be a good first issue for new people?