Landscape overhang? Level editor.
#1
Posté 14 novembre 2009 - 07:29
#2
Posté 14 novembre 2009 - 10:07
#3
Posté 14 novembre 2009 - 10:48
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
Posté 14 novembre 2009 - 01:16
#5
Posté 14 novembre 2009 - 01:23
#6
Posté 14 novembre 2009 - 01:32
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"
#7
Posté 14 novembre 2009 - 01:59
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"
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
Posté 14 novembre 2009 - 02:52
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.
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!





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