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vista objects


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#1
georage

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How do they work? I can never get them to appear ingame.

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
Mungkee

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I´m still not completely understanding all the options,but a little workaround is to just set the "Border Cell Width" at the exportable area proberties at a size,so that everthing is inside the yelow borders.My first thought was that is has something to do with the ingame video options,but even setting them all to high doesn´t change anything.Maybe there`s elsewhere an option i missed that defines those objects,that the game knows its a vista,but i´m not sure of that.

#3
PavelNovotny

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When you define the export area you should see three color boxes - a green, a yellow, and a red. The green represents the walkable area, and the red and yellow have to do with viewable area. I have found that in-game my player can see the tree line border if it's within the yellow box, but not in the red. I don't know if the mountain vista objects will appear in red or not.

#4
georage

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I don't think vista objects work, I keep getting lightmapper errors, and not the atlas ones. Has anyone gotten a vista object to appear in game?

#5
hunharibo

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Yes i have. Make sure the vista objects are inside the red boundary (entirely, not just a part of them) when setting up an area. Make sure that at least a single light is affecting them (use a separate light for them, or increase the radius of an existing light that it covers them).

#6
Hakmon

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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.

#7
Beerfish

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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
Qkrch

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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
Beerfish

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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
Qkrch

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Found it, you can adjust the size of those chunks (red and yellow) from the level properties. Is just the last parameter of alls where the mouse never reaches xD



(already having a fight with lighting, my mayhem, i made a spot light work and i don't know how)

#11
georage

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Q - did you get a vista object to appear ingame?



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
KalDurenik

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I have not been able to make them spawn in game either. (used them on a old version of a level im working on).

#13
Qkrch

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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.



:)

#14
Beerfish

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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
georage

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Confirmed: Vista object must be entirely enclosed in the YELLOW zone, not the RED one. Like Q says, you can edit the size of the borders. I set my yellow border to 30.



They look great!

#16
Beerfish

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Good to know and thanks for checking this out. The wiki might need to be changed unless I misread it.

#17
georage

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Here is a screenshot of working vista objects (and a hastily cobbled together custom high-rise building, which needs tweaking)

http://indexjunkie.c...88181986192.jpg

Modifié par georage, 25 novembre 2009 - 06:44 .


#18
Mungkee

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this social.bioware.com/forum/1/topic/74/index/312367#312367 was the solution for me to get vista objects in the RED boundary

#19
georage

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awesome! and water works too! and sunlight! hooray!

#20
ModWriter

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I don't want open new topic and here seems the right place for my noob question:

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
Qkrch

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You need to define boundaries with the walkmesh barries (mountain icon button on the top of the toolset), that will prevent the character from reaching the limits.

#22
ModWriter

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So - like i thought, tks.