Author Topic: errors on doors or just "no obscuring"  (Read 428 times)

Legacy_NWN_baba yaga

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errors on doors or just "no obscuring"
« on: May 02, 2013, 10:11:17 pm »


               hmm.

can someone help or does anyone know if it is possible to hide certain spots in one tile? So i have separate parts in
just one tile which I need to hide. The walkmesh is all correct set to obscuring and i used a typical bio door as the base. Even the bio doors dont hide anything!

'Image

I want to create a few cellar tiles for some specific things, zombies and evilness and awesome awesomeness etc. but somehow i´m making now progress because of the not hiding things doors....

Any help is really really welcome!!!

And you may notice that i´m starting to create everything in human scale. Many stuff to come and i have some nice ideas for cellar features and even groups. HELP!!!!!!!!!!

damn engine at times! i´m thinking about doing it the spidercave way... i force you just between the walls lol:devil:
               
               

               


                     Modifié par NWN_baba yaga, 02 mai 2013 - 09:15 .
                     
                  


            

Legacy_Tarot Redhand

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errors on doors or just "no obscuring"
« Reply #1 on: May 03, 2013, 09:27:17 am »


               Have you checked your area_g.ini (don't quote, I may have spelled that wrong). That looks like an interior tileset being treated as though it's an exterior one. This is controlled in the aforementioned file.

TR
               
               

               
            

Legacy_Zwerkules

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errors on doors or just "no obscuring"
« Reply #2 on: May 03, 2013, 12:07:58 pm »


               You can only hide a whole tile, not parts of it.
               
               

               
            

Legacy_Rolo Kipp

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errors on doors or just "no obscuring"
« Reply #3 on: May 03, 2013, 12:30:49 pm »


               <thinking outside...>

You could create a big, custom sized/shaped black box placeable.
Spawn it in when door closed. Destroy it when open.
Nice little fade in effect with that, too.

<...the box>
               
               

               
            

Legacy_NWN_baba yaga

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errors on doors or just "no obscuring"
« Reply #4 on: May 03, 2013, 04:54:20 pm »


               Thanks guys and zwerkules "info" is not the one i wanted to hear but surely correct! Damn that...

thanks anyway;)

Edit:
uhm Rolo that idea is cool. I will try that out '<img'>
               
               

               


                     Modifié par NWN_baba yaga, 03 mai 2013 - 03:55 .
                     
                  


            

Legacy_s e n

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errors on doors or just "no obscuring"
« Reply #5 on: May 04, 2013, 05:42:33 pm »


               i think when you click tab the halo will show the creatures anyway _(
               
               

               
            

Legacy_NWN_baba yaga

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errors on doors or just "no obscuring"
« Reply #6 on: May 04, 2013, 06:09:42 pm »


               I also checked a default city int. group with a few rooms and everywhere all creatures behind doors are rendered. Not cool and breaks any idea to create some surprise when you dont want to spawn in creatures right in front of you.

I think that you cant create realistic rooms and a working logical behaviour of what you can see and what not if you dont force players into a walkmesh. Not the best solution but for what do you create some suspense when every player only needs to hit "-" to screw up the whole scene! This is nothing against any player but the zoom out button is just a default thing everyone uses i belive.
               
               

               


                     Modifié par NWN_baba yaga, 04 mai 2013 - 05:13 .
                     
                  


            

Legacy_s e n

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errors on doors or just "no obscuring"
« Reply #7 on: May 04, 2013, 07:13:51 pm »


               it can be done with scripts i think: ondooropen: spawn creature. on doorclose:unspawn and store creature information if its damaged/destroyed
               
               

               
            

Legacy_NWN_baba yaga

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errors on doors or just "no obscuring"
« Reply #8 on: May 04, 2013, 08:04:05 pm »


               yeah but then the (an example) zombie dont walk randomly around or crawls back to his feeding spot etc. without being rendered. Well i just let it!!!
               
               

               
            

Legacy_The Amethyst Dragon

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errors on doors or just "no obscuring"
« Reply #9 on: May 04, 2013, 08:22:17 pm »


               Cutscene invisibility effect on the zombies until the door is opened?
               
               

               
            

Legacy_NWN_baba yaga

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errors on doors or just "no obscuring"
« Reply #10 on: May 04, 2013, 08:31:21 pm »


               That sounds pretty good AD. Will try that out THANKS '<img'>