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Secret Door Tinting Issue


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#1
MokahTGS

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 Has anyone seen this issue before?

I have the crypt secret door set as static, so it is not selectable.  It is tinted to match the walls.  In the toolset it looks fine, but in game it has an odd tint.

Wrong Tinting Door In Game

Same Door in Toolset

If I make the door non-static it tints correctly in game, but then of course the door is selectable, and that won't do.  I know there are other methods of secret doors out there and on the vault.  I would like to know if there is a way to solve this problem.

Modifié par MokahTGS, 01 mars 2011 - 07:39 .


#2
c i p h e r

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Maybe the tint map is ignored on static objects. If you uncheck the static and usable boxes, won't that give you what you want - tintable and unusable?

Modifié par ç i p h é r, 02 mars 2011 - 05:49 .


#3
MasterChanger

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Just from taking a quick look, they don't look that different to me. Both the surrounding wall and the secret door are more blueish IG and more yellowish in the toolset (light sources, maybe?) but the secret door seems to be different only to the same extent that the wall itself is different, if that makes sense.

In both, I can see the slightly darker shade to the secret door, as well as the not-quite-the-same brick pattern, but I doubt that I'd see the door at all IG if you didn't point it out. It's still pretty subtle.

#4
kamal_

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MasterChanger wrote...
 It's still pretty subtle.

Sticks out like a sore thumb to me. Not subtle at all.

#5
NWN DM

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Yeah, sore thumb meets hammer for a second time kind of sticking out.

#6
MokahTGS

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ç i p h é r wrote...

Maybe the tint map is ignored on static objects. If you uncheck the static and usable boxes, won't that give you what you want - tintable and unusable?


Unfortunately doors do not have a "useable" check box.  Either they are static, or not.

Update, the issue is deffinately with the tint map on the doors.  When I set the tints to 255,255,255 and the walls to match the issue goes away.  It's when the walls and doors are tinted, that the issue presents itself.

Does anyone know if you can set a door to non-static via script?

#7
Guest_Chaos Wielder_*

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MokahTGS wrote...

ç i p h é r wrote...

Maybe the tint map is ignored on static objects. If you uncheck the static and usable boxes, won't that give you what you want - tintable and unusable?


Unfortunately doors do not have a "useable" check box.  Either they are static, or not.

Update, the issue is deffinately with the tint map on the doors.  When I set the tints to 255,255,255 and the walls to match the issue goes away.  It's when the walls and doors are tinted, that the issue presents itself.

Does anyone know if you can set a door to non-static via script?


Not that I know of.

If you know your way around the data folders, you could probably swap the tint maps of the walls and the door so they synch up. That's the only idea I've got--unless you're willing to ditch that door and use a stand-in placeable for the door.

#8
_Knightmare_

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Why hasn't anybody made Placeable doors yet (as opposed to Door doors) - along with tint maps? I have no ability to do so, but it seems like one of the most simple models out there...

#9
MokahTGS

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They sort of have...but really, no one has made an animated placeable yet...no idea why. There is a secret door hak on the vault that uses transparent blockers, but not straight door replacement.

#10
kamal_

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You mean like these placeable doors

http://nwvault.ign.c...l.Detail&id=231