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TNO Drawbridge Tiles


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#1
AndarianTD

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Does anyone know if the drawbridge tiles in TNO work, and if so how? I'm trying them out but don't seem to be able to figure out how to place them.

Thanks -- Andarian

#2
_six

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They are a bit of a pain. You generally have to paint a line of Sea Cliffs or Water, a stretch of Castle Low and a stretch of City in tile-thin rows before getting them to place.

You should also note that the version marked "Passage" has a walkable passageway, whilst the other version has a walkable roof but requires you to set up a door transition through the tunnel.

Modifié par _six, 24 octobre 2010 - 03:32 .


#3
AndarianTD

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That did it -- thanks!

#4
AndarianTD

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Hm... It looks like the drawbridges have an unfortunate tendency to fade to invisibility. Has anyone else noticed this?

#5
ThriKreen

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"Works as designed" unfortunately, due to position and the line of sight in relation to the player and camera.

#6
OldMansBeard

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I did find a possible work-around for this problem, although I never really tested it properly. The trick is to set the alpha on all the visible door meshes to something stupidly large like 100.0

What seems to happen when the engine tries to fade a door, is that it *multiplies* all the alphas by something like 0.1 which normally is the right thing to do. But by setting it to 100, when the fading multiples by 0.1 it gets 10 or so, which is still >1 and therefore still completely visible.

Worth a try, but can't promise it works in this case.

OMB

#7
Guest_Chrysoli_*

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This was a placeable solution, but the alpha-altering solution is so much simplier, so I've removed the original links and content of this post.

Modifié par Chrysoli, 27 octobre 2010 - 04:06 .


#8
_six

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OldMansBeard wrote...

What seems to happen when the engine tries to fade a door, is that it *multiplies* all the alphas by something like 0.1 which normally is the right thing to do. But by setting it to 100, when the fading multiples by 0.1 it gets 10 or so, which is still >1 and therefore still completely visible.


After a play about I can confirm that this works. It also has other beneficial side effects for the drawbridge itself, as it's still unclickable whist walking over it (which is kinda necessary when you think about it). OMB, you strike again.

#9
Pstemarie

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_Six, we should put this fix in Q 1.4.

#10
AndarianTD

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I was just about to give up using the drawbridge, so this sounds great -- thanks! Six, do you mind if I use your workaround in Sanctum 3? If you're OK with that, I'll PM you about getting the needed components. :)

Modifié par AndarianTD, 27 octobre 2010 - 11:03 .


#11
Guest_Chrysoli_*

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I also checked and setting the alpha to 100.0 does indeed stop the fading. That's so much simpler and easier then the work-around I have been using. I adjusted the tno and tcn (gibro's) drawbridge doors and both work great. Culling my previous post on how I was using placeables, as it's no longer needed.

Modifié par Chrysoli, 27 octobre 2010 - 04:04 .


#12
_six

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AndarianTD wrote...

I was just about to give up using the drawbridge, so this sounds great -- thanks! Six, do you mind if I use your workaround in Sanctum 3? If you're OK with that, I'll PM you about getting the needed components. :)

Heh, I was under the impression you were using Project Q - we'll be bunging the fix for the doors in the next update (which will be less than a year away this time) :P However it's a fairly simple edit anyone can do themselves really - just do a search/replace for the line "alpha 1.0" in the model with "alpha 100" in notepad or similar.

#13
AndarianTD

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_six wrote...

Heh, I was under the impression you were using Project Q - we'll be bunging the fix for the doors in the next update (which will be less than a year away this time) :P However it's a fairly simple edit anyone can do themselves really - just do a search/replace for the line "alpha 1.0" in the model with "alpha 100" in notepad or similar.


Oh, I definitely am using Project Q. But I'm building and testing the areas that would use those drawbridges right now, and I didn't expect you to be able to get a new Q update out right away. However, with your feedback above I'm pretty sure I can hack the fix myself now. :)

#14
AndarianTD

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_six wrote...

However it's a fairly simple edit anyone can do themselves really - just do a search/replace for the line "alpha 1.0" in the model with "alpha 100" in notepad or similar.


Just confirming which model this is...

EDIT: OK, got it. It's tn_sdoor_18.mdl. The fix works like a charm. Thanks!

Modifié par AndarianTD, 11 novembre 2010 - 04:04 .


#15
CalSailX

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Nice little jewel that OMB tossed our way, without the drawbridge fix I don't think I would have used this tile.... thank you OMB and _six

#16
Bannor Bloodfist

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Yep, we need an 'OMB Brain Dump' button somewhere... he has all sorts of jewels stored away... of course, understanding his filing system might also pose a problem... maybe an 'OMB Brain Dump: Sorted' button would help?

#17
OldMansBeard

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Bannor Bloodfist wrote...

Yep, we need an 'OMB Brain Dump' button somewhere... he has all sorts of jewels stored away... of course, understanding his filing system might also pose a problem... maybe an 'OMB Brain Dump: Sorted' button would help?


It's in CM5.9j Bannor. The unreleased version, of course. :P