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Collision Detection in FF6LE

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I actually figured this out a while back. It has to do with the physical tile properties the character is standing on. I don't know Zone Doctor well, but in LE you can look at the tile properties under "Physical Tile Editor;" inside there there are things like "solid to tier 1" "solid to tier 2" and a bunch of other bits. If you look at the green carpet in the Figaro Castle tileset, it only has "Solid to tier 2" checked. The normal floor tile has "solid to tier 2" and "0.3" checked. I think that 0.3 might have to do with how it interacts with layer 2 objects.

I'm super rusty, and I may not have all the details right, but look through the physical tile properties if you can in ZD and see if you can find the common thread. But in general, if you copy the whole set of tiles from one map to another it'll work the same way, but you need to include the surrounding tiles to make sure you approach on the correct layer.
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  • PowerPanda (11-21-2017)



Messages In This Thread
Collision Detection in FF6LE - by PowerPanda - 11-16-2017, 12:21 AM
RE: Collision Detection in FF6LE - by Gi Nattak - 11-16-2017, 04:31 AM
RE: Collision Detection in FF6LE - by PowerPanda - 11-16-2017, 10:41 AM
RE: Collision Detection in FF6LE - by Everything - 11-16-2017, 10:18 PM
RE: Collision Detection in FF6LE - by B-Run - 11-21-2017, 09:20 PM
RE: Collision Detection in FF6LE - by PowerPanda - 11-22-2017, 04:16 PM

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