I'm confused about the relationship between rooms and levels when I'm creating an interior of a building. I've looked at the wiki and it doesn't really help.
When I'm creating a building interior that has multiple rooms (let's say 4 - A, B, C, and D) do I have to create four different rooms in the level editor? Or do I just create them all in one room?
The models for things like walls and doorways all seem to be black on one side and colored in on the other. Am I just messing up with the lighting or do I need to put more wall models in to hide the black side on rooms that are adjacent?
Every time I get a little step further into the workings of this toolset something new crashes or doesn't make sense. :-P
Rooms and levels - what is the relationship?
Débuté par
PavelNovotny
, nov. 11 2009 05:18
#1
Posté 11 novembre 2009 - 05:18
#2
Posté 11 novembre 2009 - 02:38
I agree, it's confusing. What I've figured out is that in this toolset a level is the basic architecture that cannot be interacted with. Basically, the artwork. This can include what you'd normally think of as static environment placeables (from NWN2 style toolset) such as desks, chairs, tapestries, armoires, crates, etc. Nothing in the level can be interacted with when you mouse over it. I'm pretty sure the walls and floors and ceilings are part of the level layout also. The area contains triggers, creatures, sound objects, cutscenes, etc. In other words, things which the player can actually interact with. These are overlaid on the level. Therefore, unless you want identical layouts for two different rooms, you'd have to associate a different layout to each area you create. Hope this helps.
#3
Posté 11 novembre 2009 - 03:53
A level (.lvl) is a dungeon or building interior and can contain one or more rooms. Each room usually has limited access into it by one or more doorways or halls. When building a dungeon, you define which rooms can be seen from other rooms. Then, when you generate a light map, the engine will use this information to calculate shadows based on lights in rooms visible from the room the light is located in.
Use this Inn as an example: http://social.biowar...ect_media_id=47 It’s all one .lvl, with 5 rooms defined in the level editor. When two rooms are next to each other, just use two walls placed back to back.
Use this Inn as an example: http://social.biowar...ect_media_id=47 It’s all one .lvl, with 5 rooms defined in the level editor. When two rooms are next to each other, just use two walls placed back to back.
Modifié par Bug.Bear, 11 novembre 2009 - 04:09 .
#4
Posté 11 novembre 2009 - 04:23
what bug bear said.
You want to be sure that you don't "look out a doorway into 7 other open doorways". The DA editor is different than NWN in that you can open a door and see through it, where the NWN doors were mostly just black boxes.
Making creative use of hallway s-turns will help keep framerates lovely.
You want to be sure that you don't "look out a doorway into 7 other open doorways". The DA editor is different than NWN in that you can open a door and see through it, where the NWN doors were mostly just black boxes.
Making creative use of hallway s-turns will help keep framerates lovely.
#5
Posté 11 novembre 2009 - 04:27
When two rooms are next to each other, just use two walls placed back to back.
When I try to place 2 walls back to back the level editor puts them on top of each other. Is that OK? It looks like only the black side is showing on both sides.
#6
Posté 11 novembre 2009 - 04:51
Try lowering the grid snap size. They are too close together if you see the the black portion through the wall.
#7
Posté 11 novembre 2009 - 05:05
Thanks!





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