vista objects
#1
Posté 22 novembre 2009 - 11:52
I have tried setting them on the edge, and even close to the middle of a level, but when I start the game, they are not there.
#2
Posté 23 novembre 2009 - 12:41
#3
Posté 23 novembre 2009 - 01:35
#4
Posté 23 novembre 2009 - 02:39
#5
Posté 23 novembre 2009 - 04:40
#6
Posté 23 novembre 2009 - 06:44
#7
Posté 23 novembre 2009 - 08:21
Hakmon wrote...
Hmm, that's odd. I was looking through some of the official campaign areas and it looked as if often the vista objects would be outside the boundaries of the area... At least, they weren't placed on the terrain. I noticed this on a few of the denerim and wilderness areas.
You would need to look at the level, not the area to see if the vista object is in the green, yellow or red boundary. As stated low poly things like vistas are supposed to be in the red area. More detailed backgrounds that you cannot interact with are to be in the yellow area and anything interactive would be in the green area of the 'defined level'
Modifié par Beerfish, 23 novembre 2009 - 08:21 .
#8
Posté 23 novembre 2009 - 08:33
Beerfish wrote...
Hakmon wrote...
Hmm, that's odd. I was looking through some of the official campaign areas and it looked as if often the vista objects would be outside the boundaries of the area... At least, they weren't placed on the terrain. I noticed this on a few of the denerim and wilderness areas.
You would need to look at the level, not the area to see if the vista object is in the green, yellow or red boundary. As stated low poly things like vistas are supposed to be in the red area. More detailed backgrounds that you cannot interact with are to be in the yellow area and anything interactive would be in the green area of the 'defined level'
Not exactly, inside the area editor you can see the walk pathfinding in green dots, so you can imagine where is the green square, also the yellow and red looks like they're always 1 chunk wide, right?. So they should bee outside the red area.
Anyway i dont give my 50 cents for the defined area, I believe as the OP that is some kind of problem with the lightmapper
Or who knows... someday the mountain will go to the prophet instead of the prophet looking for it.
#9
Posté 23 novembre 2009 - 10:01
Qkrch wrote...
Beerfish wrote...
Hakmon wrote...
Hmm, that's odd. I was looking through some of the official campaign areas and it looked as if often the vista objects would be outside the boundaries of the area... At least, they weren't placed on the terrain. I noticed this on a few of the denerim and wilderness areas.
You would need to look at the level, not the area to see if the vista object is in the green, yellow or red boundary. As stated low poly things like vistas are supposed to be in the red area. More detailed backgrounds that you cannot interact with are to be in the yellow area and anything interactive would be in the green area of the 'defined level'
Not exactly, inside the area editor you can see the walk pathfinding in green dots, so you can imagine where is the green square, also the yellow and red looks like they're always 1 chunk wide, right?. So they should bee outside the red area.
Anyway i dont give my 50 cents for the defined area, I believe as the OP that is some kind of problem with the lightmapper
Or who knows... someday the mountain will go to the prophet instead of the prophet looking for it.
This is still fuzzy to me because the vista objects are HUGE and if as stated above in this thread the vista objects have to be within the red chunk then that chunk has to be massively large. I suppose it will be a matter of experimentation.
#10
Posté 24 novembre 2009 - 12:34
(already having a fight with lighting, my mayhem, i made a spot light work and i don't know how)
#11
Posté 24 novembre 2009 - 01:22
I found how to make the boundaries bigger, but that did not make them appear in game. someone said to put a light over every one of them, that seems insane but i will try it.
#12
Posté 24 novembre 2009 - 07:56
#13
Posté 24 novembre 2009 - 05:43
The Vista object must be inside the YELLOW square, not the red one.
As said above, you can change the size of the squares from the area export properties (both the yellow and red). No need of additional lighting.
#14
Posté 24 novembre 2009 - 06:34
Qkrch wrote...
yeah, got it.
The Vista object must be inside the YELLOW square, not the red one.
As said above, you can change the size of the squares from the area export properties (both the yellow and red). No need of additional lighting.
That is not supposed to be the way it works according to BioWare but whatever works I suppose.
#15
Posté 25 novembre 2009 - 06:04
They look great!
#16
Posté 25 novembre 2009 - 06:09
#17
Posté 25 novembre 2009 - 06:43
http://indexjunkie.c...88181986192.jpg
Modifié par georage, 25 novembre 2009 - 06:44 .
#18
Posté 26 novembre 2009 - 09:44
#19
Posté 27 novembre 2009 - 03:25
#20
Posté 29 novembre 2009 - 10:13
You have the 3 zones: green, yellow, red. So - you said, yellow and red are not playable. How can i stop the Player to run in that zones? With simple barriers like not walkable hills? Can somebody tell about that zones a little bit more detailed please...
(if i create a level and test, my pc walk in the yellow zone and get invisible)
Modifié par ModWriter, 29 novembre 2009 - 10:13 .
#21
Posté 29 novembre 2009 - 03:32
#22
Posté 29 novembre 2009 - 03:50





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