Wrkncacnter wrote:Assigning a texture isn't sufficient to fix collision. There's no way to make collision work, as far as I know. However, after you .save level and re-load the map, collision is fixed at that point, so maybe not a huge deal in this case.
I see you're right. I just tested raising a floor from the console in Vasara, texturing it, and walking into it, and it warped me to the top.
Wrkncacnter wrote:I'd also imagine most people would only be interested in this if it were integrated into VML/Vasara, otherwise you'd have to keep switching scripts to fix the untextured mess you just created, then fix the heights again when you can see what you have, and keep going back and forth.
It is a third layer to the already complicated process, but editing heights in Weland creates the same problem of un- or wrong- textured sides, you can't see what you're doing, and you have to switch applications entirely, which is extra problematic if like me you're on a platform where Aleph One refuses to be alt-tabbed into or out of unless it's running in windowed mode.
With this script, I can edit heights without having to leave Aleph One, and I can see what I'm doing.
The Man wrote:If needed, I suspect it should be relatively easy to integrate a feature to require elevations to be constrained to certain limits as well (my vote goes for 0.05 WU) so that it isn’t stupidly imprecise like Forge’s implementation was.
0.05 WU would be convenient, but tedious, and like 0.1 doesn't go into eighths very well, you'd need 0.025 for the GCF of 1/8 and 1/10. I could add a function to specify how much the increment should be, although getting the math right might be complicated. At the moment, for example, if I raise a polygon 0.5 WU with the script, Weland shows it having been raised 0.498 WU.