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Landscape overhang? Level editor.


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#1
Frederickichard

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Is it possible to make say the top part of a cliff or ledge overhang above the ground below(I realise the path finding issues it causes and was planning the level with that in mind)? If so, how do I go about doing this?

#2
Adinos

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I don't have it in front of me, but I think you extrude a vertical cliff along the normal (that is, horizonally)

#3
Eidolonn

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I could not find an extrude function, Adinos. I could be missing it, of course.

BioWare has always been a bit "reluctant," for lack of a better word, to have two active game objects occupy the same x,y coordinate for some reason.  Occasionally, you can go on and under a bridge, but other than that, the x,y has typically been kept unique.

I don't know if it's an engine limitation or a personal choice.  But I do know that extrusion would potentially lead to terrain collision and pathing issues.  This could also be the reason behind it.

Modifié par Eidolonn, 14 novembre 2009 - 11:50 .


#4
Languard

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There was a post on this before (yay for broken search!) and it did mention something about changing the extrude value. However, you wouldn't be able to walk both on top and underneath. I'll try to find more info.

#5
CID-78

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on the raise/lower brush there is a mode to use the normals to extrude. that is what you use to create overhangs.

#6
Frederickichard

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Languard wrote...
However, you wouldn't be able to walk both on top and underneath. I'll try to find more info.


Eidolonn wrote...
BioWare has always been a bit
"reluctant," for lack of a better word, to have two active game objects
occupy the same x,y coordinate for some reason.  Occasionally, you can
go on and under a bridge, but other than that, the x,y has typically
been kept unique.

I don't know if it's an engine limitation or a
personal choice.  But I do know that extrusion would potentially lead
to terrain collision and pathing issues.  This could also be the reason
behind it.


As I said, I'm aware of the engine limitations with pathfinding in regards to this.:)

Adinos wrote...

I don't have it in front of me, but I think you extrude a vertical cliff along the normal (that is, horizonally)


CID-78 wrote...

on the raise/lower brush there is a mode to use the normals to extrude. that is what you use to create overhangs.


Ah, thank you. For whatever crazy reason I didn't think the tool to extend landscape to the side would be a part of "raise/lower" :whistle:

#7
JasonNH

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Frederickichard wrote...

Ah, thank you. For whatever crazy reason I didn't think the tool to extend landscape to the side would be a part of "raise/lower" :whistle:


It's not part of raise/lower, it' called the deform tool and the kind of deformation is delcared under deform mode, which may be raise/lower or extrude. ;)

Also, in case you weren't aware, an overhang cannot cross over a chunk boundary, so plan it accordingly.

#8
Eidolonn

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Frederickichard wrote...

Eidolonn wrote...
BioWare has always been a bit
"reluctant," for lack of a better word, to have two active game objects
occupy the same x,y coordinate for some reason.  Occasionally, you can
go on and under a bridge, but other than that, the x,y has typically
been kept unique.

I don't know if it's an engine limitation or a
personal choice.  But I do know that extrusion would potentially lead
to terrain collision and pathing issues.  This could also be the reason
behind it.


As I said, I'm aware of the engine limitations with pathfinding in regards to this.Posted Image



Not everyone is.


JasonNH wrote...

It's not part of raise/lower, it' called the deform tool and the kind of deformation is delcared under deform mode, which may be raise/lower or extrude. ;)

Also, in case you weren't aware, an overhang cannot cross over a chunk boundary, so plan it accordingly.


Ah.  Who'da thunk it. Thanks!