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Hi guys, weird tile rotation desynchronization seems to be back and crazier than before. Notably, when moving a pitched tile, it would turn a random direction. but now, sometimes, it also changes its pitch and also its turn. Gardener mentioned that to try and combat this, you can just preemptively move to the location you need the tile to be by doing .gob go for alignment before .gps move, but it seems that more likely than not, spawning the tile and then pitching it might also cause it to go out of whack, sometimes not pitching properly. When pitched 90 degrees, it was sometimes off by 5 degrees. Unfortunately, I wasn't able to replicate these problems, but I was able to replicate one of them. I noticed that with some of these tiles being weird, if you .gob go to them and then .gps 4 l/r, that you will be crooked to the tile rather than adjacent, when the tile is clearly visually straight. This seems to have something to do with the weird bugs listed above. Video and bug replication procedure courtesy of Gardener. Thanks! 😆 BarelyLegal(EPSI).mp4 1. .gobj go to tile at pitch 90 2. gps u 3.992 3. gps b 0.174 4. gobj sp 884604 5. gobj pitch -90 6. gobj roll 180
Hey, everyone. As the title says, I've observed that .gob sel is acting much differently than before, in a way that I don't believe is intentional. .gob sel is supposed to select the target nearest to you, but as I build with these building tiles, I find that this is seemingly no longer the case. https://gyazo.com/1f4baf3b716f7f91c33598416b647b47 - Here, you can see where I have a macro for .gob sel that I use to select nearest. I am also standing in what should be the very center of the tile. https://gyazo.com/129d370617f2006627e699a0b2c3d659 - Even more strange, I find that if I move a ways away from it, to the edge of another tile diagonal to it, .gob sel will select the last tile. https://gyazo.com/73440212f303e5701f9da3618b78d6f9 - In fact, .gob sel seems to just act completely random. There's nothing that seems methodical about it at all. ...I'm afraid that I have no clue what's going on here. It's definitely thrown a fairly large wrench into the building project I was working on, though. I see this being a little problematic. I'm not sure if it's of any importance, but I should note that doing .gob sel without a macro will yield identical results.
Hey, whoever might be reading this! As the title of this topic says, I have a suggestion for .gob set vis. I was building and attempting to optimize my Phase for performance a bit, and I noticed that the visibility range of objects is a circular radius, and not a spherical radius. Not everybody is crazy like me, but I tend to like building my own mini-zones, some of which goes underground and subsequently can be a bit layered. So for most of the underground portions, I like to set their visibility radius lower so that they don't cause needless render-lag or FPS issues while above ground. A spherical radius seems like a good idea! Thank you.
We're all very aware how broken apart most, if not all, Kul Tiran objects are. A similar situation to some Zandalari-based objects. I wouldn't know, I haven't touched them (yet). Blizzard has taken a different step when it comes to the construction of buildings when BfA came around. As shown by the blank models littering the list of Kul Tiras objects, they have taken the route of: Lego Building. Basically scrapping the already made models. I have no idea what to even call it, bare with me. Essentially, they make a fuckton of smaller objects, maybe a few bigger ones (WMOs), and put them together. This makes almost every Kul Tiran building that exists unique. So here's a list of examples with a list of objects they use! Go wild! Impress others! Wow! May look smaller due to it being resized on retail. (Curse WMO limitations) [Simple Stone Bridge] -8hu_kultiras_bridge_narrow01_ramp01.wmo (874890) -8hu_kultiras_bridge_medium01_span01.wmo (874886) TIP: Add extra ramps even if a majority clips into the ground, it will make the curb go into the ground and not abruptly end into nothingness. Ah shit, here we go. [Complicated Fishing Docks or something] -8hu_kultiras_docks_stairsnarrow02.wmo (874900) -8hu_kultiras_docks_wide01.wmo (874894) wide03.wmo (874892) >Possibly my favorite objects wide02.wmo (874893) -8hu_kultiras_docks_planknarrow01.m2 (877242) -8hu_kultiras_docks_narrow03.wmo (874896) narrow02.wmo (874897) narrow01.wmo (874898) -8hu_kultiras_docks_pillar01.wmo (874979) pillar02.wmo (875141) > These two are very commonly used as support for numerous Kul Tiran constructs. Or as banner stands. -8hu_kultiras_stairjunction_tall_narrow_01.wmo (874787) \ narrow_02.wmo (875030) > Commonly used for support, walls, platforms, staircases. narrow_03.wmo (875042) / -8hu_kultiras_shipbarge01.wmo (875407) -8hu_kultiras_marketstall03_green.m2 (878554) marketstall01_green.m2 (878552) -8hu_kultiras_lamppost01.m2 (875936) unlit.m2 (875939) -8hu_kultiras_fencerope01.m2 (876034) fencerope02.m2 (876036) fencerope03.m2 (876037) fencerope01_post.m2 (876035) -8hu_kultiras_crane01.m2 (876341) crane02.m2 (876342) -8hu_kultiras_bar01.m2 (877795) bar02.m2 (877796) TIP: Don't be afraid of NOT using tiles. As useful or fancy as they are, they can be difficult to work with when making sidewalks or docks or whatever. Explore the possibilities with "8hu_kultiras_docks_wide01.wmo" and "8hu_kultiras_docks_narrow03.wmo" variations (one includes a 45 degree turn). "smallhouse" objects can easily be used to create a city. [Two Story City House] -8hu_kultiras_fencerope01.m2 (876034) fencerope02.m2 (876036) fencerope03.m2 (876037) fencerope01_post.m2 (876035) -8hu_kultiras_docks_wide01.wmo (874894) wide03.wmo (874892) wide02.wmo (874893) -8hu_kultiras_docks_narrow03.wmo (874896) narrow02.wmo (874897) narrow01.wmo (874898) -8hu_kultiras_docks_pillar01.wmo (874979) pillar02.wmo (875141) -8hu_kultiras_stairjunction_tall_narrow_01.wmo (874787) narrow_02.wmo (875030) narrow_03.wmo (875042) -8hu_kultiras_docks_stairsnarrow02.wmo (874900) -8hu_kultiras_smallhouse_01_interior.wmo (875162) -8hu_kultiras_smallhouse_roof_01.wmo (874671) \ roof_02.wmo (874672) > Sorry the roof got clipped, pick one. (875158 for a destroyed version of roof_01) roof_03.wmo (874673) / -8hu_kultiras_lamppost01.m2 (875936) -8hu_kultiras_smallhouse_entrance_03.wmo (875031) -8hu_kultiras_smallhouse_base_03.wmo (874676) TIP: Don't be afraid of adding windows or doors to a "base" object. Can easily become a basement of sorts or simply a small stone building. For your bandit/outlaw/whatever needs. [Outdoor Bar + House] -8hu_kultiras_smallhouse_base01.wmo (874665) -8hu_kultiras_smallhouse_01.wmo (874664) > Use interior version if you fancy that. (875162) -8hu_kultiras_smallhouse_roof_01.wmo (874671) \ roof_02.wmo (874672) > Much like the last one, use whichever you like. Use ".gob go" for that perfect fit. Objectmover addon recommended. roof_03.wmo (874673) / -8hu_kultiras_docks_narrow03.wmo (874896) narrow02.wmo (874897) narrow01.wmo (874898) -8hu_kultiras_bar01.m2 (877795) bar02.m2 (877796) -8hu_kultiras_docks_pillar01.wmo (874979) pillar02.wmo (875141) -[Table unspecified, probably doesn't exist in the object ID list or is something else entirely] -8hu_kultiras_chandelier02.m2 (877953) chandelier01.m2 (876051) -8hu_kultiras_hangingbarrels01.m2 (878505) hangingbarrels02.m2 (878506) -8hu_kultiras_docks_plankwide01.m2 (877243) > A lot of these are used for roads, but mainly for unfinished ceilings or chandelier hanging spots. -8hu_kultiras_smallhouse_entrance_03.wmo (875031) -8hu_kultiras_hanginglantern01.m2 (876940) hanginglantern02.m2 (877821) hanginglantern03.m2 (877831) -8hu_kultiras_walldeco01.m2 (877501) -6hu_jewelcrafting_stool.m2 (228651) NOTE: Alas, re-scaling or rotating WMOs is still impossible. Perhaps one day we will gain such an ability. So do your best! More coming soon™