I've been reading on the toolset wiki about the level editor and the area editor, and I thought of a question.
As I understand, the level editor is for laying out all the static, non-interactive, non-scriptable elements of a region of your game world. You can then partition your level space into one or more "areas" which contain all of the interactive gameplay elements via the area editor.
My question is about the feasability of making an area appear to change based on player actions. Say for instance, a town or a castle that starts out as an empty plot of land and gets built up over time. Obviously you could build several versions of the area and load different ones to give the appearance that things are changing, but that forces you into a linear set of states. I assume there is a way to place an object in the area editor, set it invisible, then use a script to make it appear. The object would need to be big and have dynamic collision, but it shouldn't light up when a player mouses over or be interactive in any way.
Does anyone know if this sounds feasible?
Dynamic areas?
Débuté par
FalloutBoy
, oct. 26 2009 08:25
#1
Posté 26 octobre 2009 - 08:25
#2
Posté 27 octobre 2009 - 01:12
Yes, you can spawn objects. They will have collision when activated and they don't have to have mouse over.
However, they are not lit the same way as the static background art, so your dynamically spawned buildings will not blend perfectly into the environment, and will not cast shadows. If you place dozens or particularly hundreds of placeables in an area, you may also see performance issues on slower machines.
However, they are not lit the same way as the static background art, so your dynamically spawned buildings will not blend perfectly into the environment, and will not cast shadows. If you place dozens or particularly hundreds of placeables in an area, you may also see performance issues on slower machines.





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