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Placeable door affect visibility? (rooms)


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#1
Guest_dewkl_*

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I placed a placeable door between two rooms and noticed the rooms lost visibility connection (it was working with the same render five minutes before).

I guessing the game thinks the door means it's an area transition and therefore no need to render the connected room. How can I disable this and still keep the door locked and closed?

Edit: Wiki says there's a "see thru flag", where is this flag supposed to be set?

Modifié par dewkl, 06 avril 2010 - 09:39 .


#2
Proleric

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AFAIK this is all managed using the Room Properties button. The first thing to check is that both rooms have consistent properties, i.e. if you've specified that room A can see room B and is connected to it, you've also said room B can see room A and is connected.

#3
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This is in an area after the level has been connected, compiled and saved. I don't think the area editor has a room properties options similar to the one in the level editor (?). All the rooms had connectivity in the level file, for some reason the placeable managed to break one of the connections.

Modifié par dewkl, 07 avril 2010 - 03:35 .


#4
TimelordDC

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Doors always block visibility until they are opened.

#5
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Doors always block visibility until they are opened.

There's supposed to be this function:
The See Thru Flag: If this flag is true the door DOES NOT block visibility. Design will use this for doors that look like they can be seen through (i.e., a prison door)

Where do you find these flags? Might be that it's just a property of a door and not a function itself...

Modifié par dewkl, 07 avril 2010 - 05:15 .


#6
TimelordDC

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I don't see a flag like that either in the variables or in the properties. It is likely another feature that was not implemented or removed.

Btw, how can you see through a closed door? If you can tell what you want to achieve, maybe there are other ways.

#7
Guest_dewkl_*

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Room A has two connections to room B. One of the connections are "blocked" by a placeable door, the other one is completely open. For some reason the placeable tells the entire room to have blocked visibility because of that one connection.

Result is this: http://img208.images...connectbug.gif/

Modifié par dewkl, 07 avril 2010 - 05:34 .


#8
TimelordDC

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The obvious question - can you see into the room when you remove the door? If yes, that is definitely weird. Can you set the door to belong to room B and see if it still happens?

#9
Guest_dewkl_*

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The obvious question - can you see into the room when you remove the door

Yes. That's what is making this strange. If it happened without the door I'd be checking the level editor instead. 

The visibility gets "fixed" if I open the door and step into it or step into it from the other entrance. Can I set the door to any specific room? Thought it treated the whole level as one in the area editor.

Modifié par dewkl, 07 avril 2010 - 06:29 .


#10
TimelordDC

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Lets go through this step by step :)
1. By room, I am referring to the Rooms in the level editor -> when you right-click on the level name and do an Insert Room. If you haven't done this, all the physical rooms are in the same Room.
If this is the case, split them up into different rooms and set the Room Properties appropriately.
2. If you have already set them up as separate rooms, have you defined the Room Properties correctly (this is done in the Level Editor - check the image here for the Room Properties button icon)?

Ignore my comment about the door, I was thinking of the doorframe. If all the above works, try doing that.
I can run a test when I get home in the evening.

#11
Guest_dewkl_*

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Yes, the problem has nothing to do with the level editor and it's associated settings. The level is split into several rooms which are connected properly using the room properties. The level file visibility works fine. Without the doors (placeable) the visibility is working properly. It wouldn't do that if it was an error with the level file.

or at least that's what I would assume.

Modifié par dewkl, 07 avril 2010 - 07:11 .


#12
Proleric

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I don't think you can assume that!

I've had visibility issues arising from inconsistencies in the level room properties, which don't always show up - it seems to depend on how the area is configured and how you explore the area.

The symptom of the room rendering after stepping into it is one of those issues.

If that's not it, you may have found a bug.

You could try using a jail door, which is see-through.

I'm not certain how that's done - possibly the Occlusion column in the placable 2DA.

#13
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Huh, same thing happened with a jail door.

I could just do a workaround by splitting one of the rooms into two rooms, but I'm guessing there's no easy way of doing that without having to re-make it. 

(Just to clarify, look at this picture: http://img297.images...s/i/visbug.gif/
The brown box is the door and the "V" is where the visibility breaks.)

Modifié par dewkl, 08 avril 2010 - 06:29 .


#14
Proleric

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Looking at the diagram, it strikes me that there's only one logical room.

That was implicit in your original post, of course, but the picture makes it much easier to see.

I wonder whether the engine's getting confused because the entire space is physically connected from the outset.

AFAIK the point of defining rooms is to limit visibility. Could you define the entire space as one room?

#15
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This is how the rooms are split if anyone didn't understand: http://img707.images...8/room1and2.gif

I'm not sure how to merge rooms into one room, or split one room into two room. Right now they are two rooms to keep down the compile time.

Modifié par dewkl, 09 avril 2010 - 05:56 .


#16
Proleric

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To merge the rooms, simply drag (or cut-and-paste) the contents of Room 2 into Room 1.

Select the contents, not the room itself, for this process.

Then you can delete Room 2.

For safety, you might prefer to take a back up first.

Alternatively, you can make a new group in Room 2 by right-clicking on it, drag the room contents into the group, then drag the group to Room 1. The benefit of this extra step is that you don't destroy any information, so you can reinstate Room 2 at a stroke.