Author Topic: Bioware's Balcony Doors  (Read 431 times)

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Bioware's Balcony Doors
« on: May 14, 2014, 12:51:21 am »


               

Hrm!


 


Well, these are some nice placeable doors that I make use of at street level, rather than balcony level. The problem here is, that when placed, you have to modify the door's Z-axis to bring it down to street level. Looks great, but you can't make the placeable useable.


 


Well, I suppose you can, but you can't use it like a useable placeable because of the modified negative Z-axis. So a script OnUsed doesn't fire, because the Z-axis can't be accessed by the player.


 


What good are they then? More for show it seems.


 


Is there a door placeable pack with variety for such instances when a real door is not available, or must I continue to use the default Doorway placeable under Miscellaneous Interior?


 


FP!



               
               

               
            

Legacy_Randomdays

  • Sr. Member
  • ****
  • Posts: 336
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #1 on: May 14, 2014, 01:03:53 am »


               

I don't know if this would work, but if you raised the entire map up 1st and then placed the door, once you lower it, it would have a z greater than 0. The player and door z heights would still be different though.



               
               

               
            

Legacy_kalbaern

  • Hero Member
  • *****
  • Posts: 1531
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #2 on: May 14, 2014, 01:31:15 am »


               

Usually when I have an issue like this, I just use an invisible placeable named as the one I want interacted with and set the scripts there instead.



               
               

               
            

Legacy_Randomdays

  • Sr. Member
  • ****
  • Posts: 336
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #3 on: May 14, 2014, 01:40:17 am »


               

That would work except it wouldn't show the door opening, if that's what he wanted.



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #4 on: May 14, 2014, 05:04:23 am »


               

what doors are you talking about, FP? Are these part of those architectural additions put out by DLA?



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #5 on: May 14, 2014, 08:20:30 am »


               For a regular placeable, you can lower the model and walkmesh by adding something like this to the root nodes:

position 0 0 -5

However, I wonder whether there's more going on here; I don't see why changing the z-axis in the toolset would change the height of the use nodes relative to the door. I'm not familiar with the doors in question, but do they work if the player is at balcony height?
               
               

               
            

Legacy_Zarathustra217

  • Sr. Member
  • ****
  • Posts: 322
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #6 on: May 14, 2014, 08:59:10 am »


               

Not sure if this helps you - but if you place down a tile that has a door, then adjust the door location by right clicking it on the left-side area list, you can then later delete that tile and the door will remain. That allows you to use all door appearances anywhere you want and working as actual doors.



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #7 on: May 14, 2014, 03:38:29 pm »


               


Hrm!


 


Well, these are some nice placeable doors that I make use of at street level, rather than balcony level. The problem here is, that when placed, you have to modify the door's Z-axis to bring it down to street level. Looks great, but you can't make the placeable useable.


 


Well, I suppose you can, but you can't use it like a useable placeable because of the modified negative Z-axis. So a script OnUsed doesn't fire, because the Z-axis can't be accessed by the player.


 


What good are they then? More for show it seems.


 


Is there a door placeable pack with variety for such instances when a real door is not available, or must I continue to use the default Doorway placeable under Miscellaneous Interior?


 


FP!




It should be no problem to make a copy of the model without the parts you are hiding and adjusted z position. I could take a look at it tomorrow.


               
               

               
            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #8 on: May 14, 2014, 08:01:15 pm »


               

For those asking, it's the following door located under -


 


Placeables - Building Adornments - Balcony Door (there are two listed).


 


When placed in the toolset, their Z-axis is 0.00, but the placeable is up high in the sky - balcony level - so it has to be dropped to at least -5.00 to meet a standard city street level with no raised terrain.


 


 




Not sure if this helps you - but if you place down a tile that has a door, then adjust the door location by right clicking it on the left-side area list, you can then later delete that tile and the door will remain. That allows you to use all door appearances anywhere you want and working as actual doors.




 


I've been fiddling around with this, but once you lower the door itself and try to position it elsewhere, such as a wall along an alley, it reacts like a regular door and cannot be placed anywhere on the wall, unless the wall has a door frame. Neat trick though. After all these years, I never knew this was possible.


 


 




For a regular placeable, you can lower the model and walkmesh by adding something like this to the root nodes:


position 0 0 -5


However, I wonder whether there's more going on here; I don't see why changing the z-axis in the toolset would change the height of the use nodes relative to the door. I'm not familiar with the doors in question, but do they work if the player is at balcony height?




 


I don't know if they'd work either. When originally placed in the toolset, their Z-axis is 0.00 by default. The blue arrow is on the ground at 0.00, but the placeable door itself is within the second story tile fade region. In my case, to make them be at street level, I'm dropping them to -5.00. Clicking on them as a useable object with an OnUsed script does nothing. I'm unable to interact with the door. Changing the placeable to a Doorway placeable works fine.


 


 




It should be no problem to make a copy of the model without the parts you are hiding and adjusted z position. I could take a look at it tomorrow.




 


I'm okay with using the Doorway placeable, but it doesn't offer much variety is all. Don't rush into this. I just thought it was odd that Bioware (or whoever created the doors), would make them this way without the ability to make full use of them.


 


FP!



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #9 on: May 14, 2014, 10:35:41 pm »


               

Not sure if this helps you - but if you place down a tile that has a door, then adjust the door location by right clicking it on the left-side area list, you can then later delete that tile and the door will remain. That allows you to use all door appearances anywhere you want and working as actual doors.



I've been fiddling around with this, but once you lower the door itself and try to position it elsewhere, such as a wall along an alley, it reacts like a regular door and cannot be placed anywhere on the wall, unless the wall has a door frame. Neat trick though. After all these years, I never knew this was possible.

FP!




The trick is to adjust position by entering coordinates, without dragging the door. I place an invisible object at the destination, note the coordinates, then move the door there, fine tuning with Adjust Location. Great for putting transitions in placeable buildings or map edges (I find triggers unreliable).


Not that this helps with the OP...
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Bioware's Balcony Doors
« Reply #10 on: May 14, 2014, 11:31:53 pm »


               


I've been fiddling around with this, but once you lower the door itself and try to position it elsewhere, such as a wall along an alley, it reacts like a regular door and cannot be placed anywhere on the wall, unless the wall has a door frame. Neat trick though. After all these years, I never knew this was possible.




I use this trick often for moving doors out of tile doorways.  I always make it easier by first positioning a waypoint exactly where I want the moved (normal) door to end up, then use that to get the x, y, z, and facing numbers to move the door to (and then just remove the waypoint when done).  Much easier than doing guesswork and trial and error.


 


Edit: Distracted by kids while typing, ended up posting well after Proleric offered a similar suggestion.